Almost everyone I've played D&D with refuses to run evil-aligned campaigns, simply because sticking to the motives is really hard and it's difficult to keep people acting as a team. Monster campaigns? Yes. Morally-grey campaigns? Yes. Political intrigue? Yes. But straight up "my alignment is evil" has been generally frowned upon as something that makes it way harder for everyone there to actually have fun.
It is hard when one player character is the odd one out, whether or not the player actually is. This has happened with our friend Will, who is very dear to us but always wants to play a Lovecraft-inspired, mentally unstable magic-user. Usually there are no problems with that besides predictability, except when we're trying out new systems or doing one-offs. It made it really hard to GM Mouse Guard, because there is no magic in that world and a zany character in Mouse Guard is likely to get people killed, so I had to improvise a lot to figure out how to allow him to be useful and have fun as part of the group.
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Date: 2013-09-27 01:07 pm (UTC)It is hard when one player character is the odd one out, whether or not the player actually is. This has happened with our friend Will, who is very dear to us but always wants to play a Lovecraft-inspired, mentally unstable magic-user. Usually there are no problems with that besides predictability, except when we're trying out new systems or doing one-offs. It made it really hard to GM Mouse Guard, because there is no magic in that world and a zany character in Mouse Guard is likely to get people killed, so I had to improvise a lot to figure out how to allow him to be useful and have fun as part of the group.