g-lich said: What are some of your Ideas on Evil campaigns? It's like any other campaign: Find the right players who buy-in to the premise and agree to work together to make it fun for everyone. For this, you must all agree on the vision of the game and the social contract to get you there prior to play. I would submit that an "evil" campaign is best played with systems that are not D&D. D&D is many things, but primarily it is a game for heroic fantasy action/adventure. It does that bit best. It's not a horror game. Or a mystery game. Or a game of political intrigue. Can you use it to do those things? Sure. Does it do them well? Not without heavy buy-in from the players and DM. Yes, yes, I hear all of you: You ran an "evil" campaign back in Band Camp with D&D and it worked fine. That was due to buy-in from the players and DM, not because of the game system. At least first consider other games that support evil themes and character-vs-character conflict better before reaching for D&D. D&D does neither all that well. I'm sure others can recommend game systems for this. Perhaps it's WoD or Apocalypse World or the like. how do you get the characters Not to kill, steal, or abandon the party? Easy - ask the players not to do that. There is a whole world of things to kill, steal from, and abandon that aren't other players' characters and who won't get pissed off if you do it to them. So go bother them first! Include in your premise: "You don't have to be friends, but you do have to be allies and trust one another at least for the purposes of the group's in-game goals." The how and why of that is up to the players. All you need them to agree on is that the statement is true first and foremost. They can add details to explain it further in a way that makes sense to them. As well, ask the players to agree to the following: "Any sort of hindering of, stealing from, or attacking another player's character will only be successful if the other character's player consents. There will be no dice rolls of any sort to determine this. If you want to attack Ragnar, Ragnar's player decides how well you affect him. If Ragnar wants to steal from you, you decide if he nicks your purse." This is especially important if the game system does not inherently support PVP options such as D&D. as a Dm do you just go with the flow and let the party raid, kill, and murder anything in there way? If that's the game we agreed to play, then yes. If it is not the game we agreed to play, then no. Players and GMs should stick to their agreements. If those agreements need revising later, that's fine. But nobody gets to unilaterally decide that. Games like GTA aren't necessarily fun because you can do "evil" stuff. They're fun because of the amount and variety of player agency you can exercise in the game . D&D is like that by default , even without being an "evil" campaign. Oftentimes, a hue and cry for an "evil" campaign is really just the players saying they want to have more freedom to do what they want in the context of the game. So consider playing heroic sandbox (a game that D&D supports) rather than set your game to evil. Just be sure you know how to run a sandbox before doing so or else it'll be GTA anyway when your players get frustrated and bored at what you're presenting. is that what a evil campaign is about? It can be, yes. It can also be about anything else. As above, discuss and agree on a premise and proceed from there.