
I hear what y'all have been saying regarding an evil campaign, and the attraction is there for me too. With the knowledge that I haven't begun prepping a campaign just yet, this is the thread for y'all to bat around ideas for characters, group motivations, etc as I do some worldbuilding around you. The compass campaign will remain our main focus, of course, but the evil campaign might be a nice distraction from time to time. I will be creating a new Roll20 game and will invite you guys at some point down the line. Of course, you are not obligated to play in the evil campaign. Participation is voluntary, and if you don't think you'd enjoy it, don't have the time to take on another campaign, or really don't want to play for any reason, I certainly won't hold it against you. Let's lay down some ground rules! I want motivations behind your evil characters. Yes, the Joker was a fantastic villain in The Dark Knight Rises, but I don't want any characters who just want to watch the world burn. I'm not necessarily disallowing chaotic evil, but there needs to be a damn good reason for your character to be that way. Evil does not mean that this campaign becomes an outlet for antisocial tendencies. We're not going into deep descriptions of torture, sexual assault, or other particularly heinous crimes. While these acts may happen, I reiterate that there needs to be a compelling character or story reason for them. Should they occur, they will be glossed over as tastefully as possible. Y'know, within our group's standards. If something happens that makes any of us unreasonably uncomfortable for any reason, it will be immediately stopped. I feel like I know y'all as players and people pretty well at this point and I really don't think this will ever be a problem, but you know me: I gotta put it out there. :) The campaign will be urban, set in the city of Neverwinter, though you may adventure outside the city every now and then. The tone will be pretty similar to our current campaign's, but how you build out your party will certainly have an effect on it: a gang of street toughs will feel different than a politically motivated cabal which, of course, won't be the same as playing an evil cult. I want you guys to develop a cohesive idea of your party's organization, then I'll build the game around that! Theming is important: does your group have a name? A sigil? A secret handshake? I'm torn on whether or not this campaign should exist in the same universe as the compass campaign. I leave it up to you guys: do you want this to be a completely separate entity, or do you want this party to share the world of Raynor, Elvalur, Sigrun, Zaradur, Helm, and Naeris? I can already feel the optimization nerds crying out in ecstasy as I say this, but what power level do y'all want to start at? There's an attraction to starting at the bottom and clawing your way up, but you guys have done that already. Maybe we start a little deeper into your organization's story? Start your characters at level 3 or 5...or higher? Keep in mind that this campaign will focus on a single city, so you don't want to start too powerful, or you'll pretty much begin the game as rulers of the Neverwinter underworld. Sounds cool, till you realize there's not a lot of places to go from there. Still, I want to leave this up to you guys. I am damn proud to be running a game for players across five countries and three continents, but it can make scheduling a bear. Right now, I'm thinking we use our normal time slot and play the evil campaign once a month, or once every three weeks. Of course, this can all change, but I feel like that's a good starting frequency. Okay -- go!