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#evil dm
crowwwrey · 6 months
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Sometimes D&D runs 3 hours later than you meant it to and you kill off your girlfriends character in a spectacularly evil way, to everyone’s horror.
Then everyone messages the group chat for a further hour and a half in denial and grief and you just sit there with your evil plans fulfilled.
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broken-bisaster · 1 year
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My cute little notebook for planning how to traumatize my D&D party
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mattathecreator · 2 years
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Booty
Roll Initiative and I'll give you something for that word
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evil-dnd-ideas · 4 months
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Necklace of Unstable Connection -- makes every noise the wearer makes sound like a phone call on the verge of dropping out, and everything sounds like that to them too. Can't be removed for at least 24h after putting it on.
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morganbritton132 · 17 days
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Someone post a Tiktok of Eddie and Steve clearly having their date interrupted by some fans of Eddie’s
Eddie is very obviously trying to be nice. He’s talking to them and taking pictures with them, but he’s also subtly trying to end this interaction. Steve, meanwhile, looks pissed.
The longer this conversation goes on, the more annoyed he looks until he takes a deep breath. He centers himself and then he burst into tears.
His whole body shakes when he sobs, “Eddie, what do you mean you want a divorce?!”
It takes over two hours for the person to post a part two where you can see Steve immediately stop crying when the fans awkwardly shuffle away.
He wipes his face, sticks his fork into their shared dessert and says, “So, anyways.”
Eddie collapses in on himself like a puppet whose strings were cut and whisper-shouts at Steve, “I hate when you do that! I think it’s real every time.”
“Well, I hate when my date is interrupted.”
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chaoticcomposition · 3 months
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our next game is gunna be call of the netherdeep and I've decided to play ves! I settled on ascendant dragon as her subclass which means at level 3 she gets a breath weapon 😎
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yashley · 3 months
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laura in critical role one-shots* (part 2)
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harpuiaa · 5 months
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(person that has never seen saw but has read yugioh voice) yeah? so he traps people in evil puzzle rooms? sounds a lot like a guy i know
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dailyadventureprompts · 3 months
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Dm Tip: Playing the Villain/ Guidelines for "Evil" Campaigns
I've never liked the idea of running an evil game, despite how often I've had people in my inbox asking how I'd go about it. I'm all about that zero-to-hero heroic fantasy not only because I'm a goodie twoshoes IRL but because the narrative-gameplay premise that d&d is built around falls apart if the party is a bunch of killhappy murder hobos. Not only would I get bored narrating such a game and indulging the sort of players who demands the freedom to kill and torture at will (I've had those before and they don't get invited back to my table), but the whole conceit of a party falls through when the obviously villainous player characters face their first real decision point and attempt to kill eachother because cooperation is a thing that goodguys do.
Then I realized I was going about it all wrong.
The problem was I had started out playing d&d with assholes, those "murder and torture" clowns who wanted to play grand-theft-auto in the worlds I'd created and ignore the story in favour of seeing how much unchallenged chaos they could create. They set my expectations for what an evil campaign was, and I spent the rest of my time developing as a dungeonmaster thinking " I Don't want any part of that"
But what would an evil campaign look like for my playgroup of emotionally healthy friends who understand character nuance? What would I need to change about the fundamental conceit of d&d adventures to refocus the game on the badguys while still following a similar enough narrative-gameplay premise to a hero game? How do we make that sort of game relatable? What sort of power/play fantasy can we indulge in without going off the deepend?
TLDR: In an evil campaign your players aren't playing the villains, they're the MINIONS, they're mooks, henchmen, goons, lackeys. They're the disposable underlings of uncaring overseers who have nothing but ill intent towards them and the world at large.
Where as in a hero game the party is given the freedom to challenge and overthrow corrupt systems, in an evil game the party is suck as part of that corrupt system, forced to bend and compromise and sacrifice in order to survive. The fantasy is one of escaping that corrupt system, of biding your time just long enough to find an opening, find the right leverage, then tossing a molitov behind you on the way out.
Fundamentally it's the fantasy of escaping a shitty job by bringing the whole company down and punching your asshole boss in the face for good measure.
Below the cut I'm going to get into more nuance about how to build these kinds of narratives, also feel free to check out my evil party tag for campaigns and adventures that fit with the theme.
Designing a campaign made to be played from the perspective of the badguys requires you to take a different angle on quest and narrative design. It’s not so simple as swapping out the traditionally good team for the traditionally bad team and vis versa, having your party cut through a dungeon filled with against angel worshiping holyfolk in place of demon worshipping cultists etc. 
Instead, the primary villain of the first arc of the campaign should be your party’s boss. Not their direct overseer mind you, more CEO compared to the middle managers your party will be dealing with for the first leg of their journey. We should know a bit about that boss villain’s goals and a few hints at their motivation, enough for the party to understand that their actions are directly contributing to that inevitable doom.
“Gee, everyone knows lord Heldred swore revenge after being banished from the king’s council for dabbling in dark magic. I don’t know WHY he has us searching for these buried ancient tablets, but I bet it’s not good”
Next, you need a manager, someone who’s a part of the evil organization that the party directly interfaces with. The manager should have something over the party, whether it be threats of force, blackmail, economic dependency… anything that keeps the antiheroes on the manager’s leash. Whether you make your manager an obvious asshole or manipulative charmer, its important to maintain this power imbalance:   The party arn’t going to be rewarded when the boss-villain’s plan goes off, the manager is, but the manager’s usefulness to the boss-villain is contingent on the work they’re getting the party to do.  This tension puts us on a collison course to our first big narrative beat: do the party get tired of the manager’s abuse and run away? Do they kill the manager and get the attention of the upper ranks of the villainous organization? Do they work really hard at their jobs despite the obvious warning signs and outlive their usefulness? Do they upstage their manager and end up getting promoted, becoming rivals for the boss-villain’s favor? 
Building this tension up and then seeing how it breaks makes for a great first arc, as it lets your party determine among themselves when enough is enough, and set their goals for what bettering the situation looks like. 
As for designing those adventures, you’ll doubtlessly realize that since the party arn’t playing heroes you’ll need to change how the setup, conflict, and payoff work. They’re still protagonists, we want them to succeed after all, but we want to hammer home that they’re doing bad things without expecting them to jump directly to warcrimes. 
Up to no good: The basic building block of any evil campaign, our party need to do something skullduggerous without alerting the authorities.  This of course is going to be easier said than done, especially when the task spins out of control or proves far more daunting than first expected. The best the party can hope for is to make a distraction and then escape in the chaos, but it will very likely end with them being pursued in some manner (bounties, hunters, vengeful npcs and the like).  Use this setup early in a campaign so you have an external force gunning for your party during the remainder of their adventures. 
Dog eat dog:  It’s sort of cheating to excuse your party’s villainous actions by having them go up against another villain who happens to be worse than they are. The trick is that we’re not going after this secondary group of outlaws because they’re bad, we’re doing it because they’ve either got something the boss wants, or they’re edging in on the boss’s turf.  This sort of plotline sees the party disrupting or taking advantage of a rival’s operation, then taking over that operation and risking becoming just as villainous as that rival happened to be. This can also be combined with an “Up to no good” plot where both groups of miscreants need to step carefully without alerting an outside threat. 
The lesser evil: This kind of plot sees your party sent out to deal with an antagonistic force that’s a threat not only to the boss’s plans but to everyone in general. In doing so they might end up fighting alongside some heroes, or accidentally doing good in the long run. This not only gives your party a taste of heroism, but gives them something in their back pocket that could be used to challenge the boss-villain in the future.  
The double cross: In order to get what they want, the party need to “play along” with a traditional heroic narrative long enough to get their goal and then ditch. You have them play along specifically so they can get a taste of what life would be like if they weren't bastards, as well as to make friends with the NPCs inevitably going to betray. This is to make it hurt when you have the manager yank the leash and force the party to decide between finishing the job , or risk striking out on their own and playing hero in the short term while having just made a long term enemy. This is sort of plot is best used an adventure or two into the campaign, as the party will have already committed some villainous deeds that one good act can’t blot out. 
Next, lets talk about the sort of scenarios you should be looking to avoid when writing an evil campaign:
Around the time I started playing d&d there was this trend of obtusely binary morality systems in videogames which claimed to offer choice but really only existed to let the player chose between the power fantasy of being traditionally virtuous or the power fantasy of being an edgy rebel. Early examples included:
Do you want to steal food from disaster victims? in Infamous
Do you as a space cop assault a reporter who’s being kind of annoying to you? in Mass Effect
Do you blow up an entire town of innocent people for the lols? in Fallout (no seriously check out hbomberguy’s teardowm on fallout 3’s morality system and how critics at the time ate it up)
I think these games, along with the generational backwash of 90s “edge” and 00s “grit” coloured a lot of people's expectations ( including mine) about what a "villain as protagonist" sort of narrative might look like. They're childish exaggerations, devoid of substance, made even worse by how blithely their narratives treat them.
Burn down an inn full of people is not a good quest objective for an evil party, because it forces the characters to reach cartoonish levels of villainy which dissociates them from their players. Force all the villagers into the inn so we can lock them inside and do our job uninterrupted lets the party be bad, but in a way that the players can see the reason behind it and stay synced up with their characters. The latter option also provides a great setup for when the party's actually monstrous overseer sets the inn on fire to get rid of any witnesses after the job is done. Now the party (and their players) are faced with a moral quandary, will they let themselves be accessories to a massacre or risk incurring their manager's wrath? Rather than jumping face first into cackling cruelty, these sorts of quandaries have them dance along the knife's edge between grim practicality and dangerous uncertainly; It brings the player and character closer together.
Finally, lets talk about ending the villain arc:
I don't think you can play a whole evil campaign. Both because the escalation required is narratively unsustainable, but also because the most interesting aspect of playing badguys is the breaking point. Just like heroes inevitably having doubts about whether or not they're doing the right thing, there's only so long that a group of antiheroes can go along KNOWING they're doing the wrong thing before they put their feet down and say "I'm out". I think you plan a evil campaign up until a specific "there's no coming back from this" storybeat, IE letting the Inn burn... whether or not the party allows it to happen, it's the lowest point the narrative will allow them to reach before they either fight back or allow themselves to be subsumed. If they rebel, you play out the rest of the arc dismantling the machine they helped to build, taking joy in its righteous destruction. If they keep going along, show them what they get for being cogs: inevitably betrayed, sacrificed, or used as canon fodder when the real heroes step in to do their jobs for them.
Art
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dnd
it's time for some fun. lets go see what my players are up too. https://www.twitch.tv/lostfoxerin
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cryptidcassie · 9 months
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The countdown to episode 69 grows ever more chaotic
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gentlebeard · 1 month
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If I could hold you for a minute, Darling, I’d go through it again
For @edsbacktattoo & @stedesearring 💕 Show: Our Flag Means Death - Season 1 & 2 Music: Francesca by Hozier YouTube
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taichouu · 2 months
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I kind of miss when Yami was a little fucked up,. Sick and twisted even. Can anybody hear me ? Hello ??
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figofswords · 9 months
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planning a zelda dnd game with some friends yknow how it is
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evil-dnd-ideas · 4 months
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got a lycanthrope in the party who's getting a little too comfortable?
give them an item -- a necklace, ring, whatever -- with a little moon charm on it. supposedly, it will stop them from transforming on a full moon and help them sleep on normal nights.
what the necklace actually does is store up all the excess energy and delay it. every full moon they miss with this necklace accumulates until they take it off, at which point they will immediately transform for the total amount of time they would have if they hadn't worn it, all in one go.
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cyberdragoninfinity · 2 years
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god i love when yugioh is like “here is an antagonistic, mysterious group/corporation/mafia/faction/etc.” because EVERY TIME without fail you know the leadership situation is going to be absolutely bananas. You grab any bad guy organization in yugioh and the leader, the man behind the curtain, they WILL be something like:
some 16 year old who lived underground for 90% of his life and who achieves his way primarily through Ancient Egyptian mind control
some 10,000 year old Atlanean cult leader freak under the influence of an evil space rock
some 17 year old tarot girlie cult leader freak under the influence of an evil space light
some undead guy weaponizing horrifying god-monsters sealed in the Nazca Lines from Real Life
three (3) guys from the future, one of which being a child. another of which being a bike.
they’re all the same guy actually
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