| IcingDragon;
"Force Feeding Plots"
Michelle "A
Players Guide to DMing"
Jason
"Evil Party Cohesion"
Jason "Labor
of Love"
Sean
"Challenging the Superparty"
Sean "Plot
Threads"
Sean "Secret
Societies"
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Evil
Party Cohesion by Jason Salyards
Evil parties are kind of an enigma. Evil characters,
more than any other type of adventurer, are solitary creatures,
particularly when it comes to undead. They have a tendency to
stalk the nights alone, mostly because evil tends to chafe against
other evil- especially when faced with opposites on the law/chaos
axis of alignment.
There are ways to get around
this. A great resource I've found, which has been under my nose
for quite some time, is the Guide to the Sabbat, a sourcebook
for Vampire: the Masquerade. There are parallels that run between
a pack of Sabbat vampires and any other evil (and particularly
evil and undead) party.
Despite their solitary nature
and their frequent ambition, evil characters have very few options
for those they can socialize with. Good characters will invariably
refuse to treat with them, while neutral characters may find
them distasteful or their methods a step too far. This leaves
only other evil characters to associate with, despite evil's
tendency to work against itself more often than not.
Regardless of this, no evil
character, no matter how misbegotten, forsaken, or vile, can
completely sever the tie they have to things that are "good",
or "normal". They have trouble leaving behind what
they once were. They desire some of the same things that characters
of other alignments desire. They want power or wealth, companionship,
maybe love, or at least the feeling that they're not alone.
Being alone, for an evil character, spells more than just lonliness-
it's danger. There's little safety in being alone.
So, an evil party can, should,
and almost must act with a pack mentality. A group comprised
of undead characters will find this easier than other evil folks,
as they are already united by something in common. Simply put,
evil is an individual thing. It's rare that someone's whole
family is evil. It's more rare that an entire society is evil.
Evil characters must have left family and friends behind to
try to fufill their evil ambitions. Even in an evil society
such as Xaiphan, friends are hard to find because the evil there
is almost always in conflict with itself (in a subtle way).
True friends are hard to
find. And while trust can be an issue among evil peoples, if
it's built, it tends to go deeper than trust formed among neutral
or even good people. Five evil undead can find companions, and
even a surrogate family to replace the one they lost, among
each other.
This unity (whether for
a purpose like accumulating wealth or retrieving an artifact,
or simply to bypass lonliness and fight ennui) does not imply
that the surrogate family isnt dysfunctional- a group like that
may be one of the most hellish conglomerations of savage personalities
in the multiverse- but some level of sympathy always exists.
Who else could possibly understand the weight of an evil character's
troubles?
A "pack" mentality
can also serve as a spiritual guide. Evil clerics (such as Jareth
and Cyr'ri) help to lead the individual members of the party
on a journey into what it means to be evil, and particularly
what it means to be undead. The family that prays together stays
together, and there are evil gods out there. The cleric of the
party provides a spiritual backbone on top of the healing and
magic. They'll tend to be careful about being too preachy, but
still, the presence of an evil cleric should be comforting to
an evil character. The evil priest is one who the rest of the
party can see as someone they can TALK to, about anything, because
they are a confidante. Even someone who doesnt worship a deity
at all, or worships a different deity (so long as it's an evil
one) can talk to a cleric- they are the shepard of the party.
This group will have seen one another at their worst, and they'll
depend on each other to help them deal with any spiritual dissonance
they might encounter.
Obviously, the party offers
protection, as well, even going beyond "fighter stands
in front, wizard stands in back". Being that evil folks
loathe almost everything that's not very similar to them, and
their frequent competitive urges, it's not surprising that evil
often runs afoul of other evil. In an evil party with a "pack"
mentality, the members watch each other's backs mutually. The
trust pays off. More so when the group doesnt just have to fear
other evil entities, but when faced with marauding paladins,
enraged metallic dragons, and the wrath of angelic might, the
group offers it's members safety in numbers.
The group is also the equivalent
of a social circle, as mentioned above. It adds a lot to the
credibility of an evil character when he or she has four other
equally powerful and equally evil characters to back up what
she says. Not to mention there will always be at least as many
things the party has in common as they have differences. The
party's wizard might be fascinated by the cleric (particularly
if this is a cleric of an arcane-oriented god, such as Vecna).
Rogues and fighters can learn from one another and improve the
both. Soon, the party learns to rely on one another, so long
as they are confident of their place and role in the group.
The party can't track without the ranger. They can't pick locks
or disarm traps without the rogue. They can't dispel magical
obstacles without the mage. Their healing is limited without
the cleric. This puts at rest a lot of the fear of backstabbing
among evil parties.
Of course, in the end evil
creatures still pursue their own agendas, make their own contacts,
deal with people they prefer (which should be the party above
all), and otherwise lead private lives (or unlives). The role
of the individual is equally important to the role of the party.
It's only when the party takes a backseat to the individual
that cohesion is in danger of breaking down. It's a careful
balance, and players are as responsible for maintaining it as
the DM, but when it works... it works like a charm.
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