The ‘Evil’ campaign (where all the player characters are evil) is something many groups try. This is where the party, rather than playing heroic figures, choose to play evil people. The campaigns rarely last long, mainly due to party infighting, yet the trends continue. In this article I want to look at why the Evil campaigns are a poor idea, but also how to make them work if you really want to take this path.
I remember a time when Roleplay was for Nerds, because Nerds were smart. I was reading about the new Pathfinder 2.0, and it mentioned that one of the key things they set out to do was to reduce the amount of mathematics required to resolve an action. That really got me thinking about systems, and how more modern systems seem to be increasingly dumbed down. I just wanted to talk about whether or not this is a good thing or not. It’s obviously popular, but at what cost and is the price worth it?
Being a GM or DM is difficult work, and not everyone is cut out for it. Certainly anyone can do it, but not everyone can be good at it. Here are some of the things I have learnt as both GM, and player, which can make you a great Game Master. Not every GM will have every skill, but the more of these skills you can develop, the more tools you will have to better serve your players. For brevity I’m going to skip the skills for adventure and campaign writing as that would be worthy of another article of its own.
There is a real art to creating a memorable villain. They are the antagonist to the player character’s protagonist, so it only makes sense they should be blessed with at least as much depth and creativity as a player character. They are the focal point of an adventure, not just an XP and loot bag. Give them the love they need and make your bad guys memorable.