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Building a campaign...

Posted: Wed Feb 02, 2005 12:00 am
by Sma
Well the most interesting campaign evar is coming around to us being the evil guys.
My GM has written up some basic stuff about the lands in question, and I´m about to go over it so the others get a better version.
It seems we´ll be soldiers in a roman style army, upholding the peace in a LE country governed more or less by hobgoblins.
Going against the law is supposed to be painful, and the main God/King is on a crusade to overthrow all known lands.

So, while I´m in the process of going over his document (which I won´t paste because I doubt anyone here is interested in improving his german that much :) ) I´d thought to ask, what some important points, that needed to be mentioned would be in your opinion.

I´ll list stuff he´s covered so far:

-Lay of the land (seems good enough to me, there´s a brilliant map, drawn by my very own brother so we´re coverd there)

- Who´s on top, who´s not (some stuff on which races do good and which don´t)

- A long table of ways to get into jail or slavery.

- Pantheon

- longish description of army makeup. (Detailing the number of officers per legion/Cohort...)

- Foreign relations. (shortish, but thats rather selfexplanatory , since there are only two meaningful states out there: the evil empire and the french.)

Now so far I´ve noted the distinct lack of any descriptions on how the empire of evil is made up (small fiefdoms/big army controlling everything), and I´m sure to find more.

But I really want to make it work better than playing on the good side , so I´m coming out and ask for specific question you´d ask your GM before the game, as I´m sure to forget something.


Thanks,
Sma

Re: Building a campaign...

Posted: Wed Feb 02, 2005 12:26 am
by PhoneLobster
I would ask him whether he is using rules that make evil kind of suck.

like the whole cleric class abilities thing. Good clerics can convert unused spells into useful cure spells, which is nice, but evil clerics can only convert to cause spells, which is not so nice unless everyone is undead, which sucks because being undead sucks. Of course evil clerics get the whole rebuke instead of turn "advantage" to balance this, which sucks because undead still suck.

See evil doesn't need to be able to conveniently heal their minions unless their minions are among the weakest type of minion, the ability that balances this, is that they can have that weakest type of minion. Meanwhile the good character equivalent to the evil character balances their superior ability to heal stronger minions with the inferior ability to destroy the weak minions of evil. See, its balanced!

There are a few places through the various rules core and otherwise where evil seems to get at the very least a bit screwed over in comparison to what gets given out to good, especially where negative and positive energy spells and access to healing are involved, I'm sure of it, I'm not just biased. I invoke the Book of Vile Darkness, the source book of how evil is weak and stupid, theres not a whole lot of loving for evil in there.

Re: Building a campaign...

Posted: Wed Feb 02, 2005 1:09 am
by Sma
I´ll keep that in mind, and while I agree that Evil gets the stick in some instances, I thinkthat no free healing could be fun for a while, as long as everyone is awre of that.
So it´s probably a good idea to ask, just to make everyone aware of it.