Introduction to the City Adventure Campaign
 

The game takes place 50 years after the Exploring New Lands Campaign and 100 Years after the Inhumaniod Wars Campaign. Prior to exploration of the continent Devas, the party will be members of the rogues guild the Checkered Pawn.

 
Allowed Alignments
 

I will allow any alignment provided your characters work to advance the story and work together as a party. I would prefer everyone to have a neutral or good alignment, if you don't then you need a good reason to have a different alignment. If a player decides to play an antipaladin or a paladian they have alignemnt issues with who they will work with. Most players want to take an evil alignment so they can "screw" with the party, a self centered and selfish goal. The whole idea of heroic fiction is the morality play of good vs. evil. And the game itself is a saga of that epic struggle. With the heroes working together to defeat the bad guys.

In the real world things are all in shades of gray. Even Hitler was nice to his friends and was honestly trying to improve the lot of German Aryans. He took his nation out of an economic crisis and depression and made them into a world power. The problem with Hitler was in his methods and many of his warped goals. For example the "Final Solution" was first applied against Jews, but it would eventually have been applied to any non-Arayan race. He is a classic example of the saying "absolute power corrupts absolutely."

The best working definition of "Good" is a philosophy where the person is willing to sacrifice for the welfare of others. Some of the historical paragons of "good" like Christ, Joan of Arc and Martian Luther were all willing to give their very lives to help others. Good characters by definition will want to cooperate with the party and the campaign.

The best working definition of "Evil" is a philosophy where the person is willing to sacrifice the welfare of others to improve their own condition. Most dictators fall into this category, especially ones like Kim Jong-il, or Saddam Hussein who lived a lavish lifestyle while ruthlessly suppressing the freedom of their people and forcing most of their citizens to live in poverty, some even in abject slavery. They want things their own way and have little tolerance for those that do not see it their way; not an ideal attitude for an adventuring party.

The Neutral philosophy's sit somewhere in the middle. Usually, they are more complex than the black and white issues of absolute good and absolute evil. However, it is often possible to get them to cooperate with the campaign. They may be a bit selfish and greedy, but they are willing to work together. This is why many players are drawn to a netural alignment.

Lawful people obey the laws, plain and simple; they follow a code of conduct and have an ordered life. Chaotic people lack a code of condut and lead a disordered life. Stealing is not chaotic it is considered to be an evil act and will be prosecuted as such if the thief is caught by the law. it is not an excuse to run away and rob people claiming that you are chaotic simply because you don't follow the law that property belongs to someone.

In heroic tales and stories most of the heroes are good aligned so in keeping with that vein most DMs expect good alignments among the party. I help promote this I will be assigning a good bonus to characters who are good and who play good (do good acts).

In 2nd and 1st edition of D&D Alignments were straight jackets with the loss of a level as a consequence of changing alignments. Few people really played their alignments though; most party members had the alignment of Chaotic Greedy. Good and Evil are more than just a point of view they are a way of bringing about that viewpoint. Most of the DM story lines are outlined with the ideal of good triumphing over evil. This is also the theme present in most fiction, myths and stories of a society. These stories become a fundamental part of that societies nature.

There is a place for the other alignments though. There are Anti-Heroes and cases where those who could be called "good" and "evil" worked together. Stalin was a cruel despot, but he worked with Great Britain, the United States and the Allies to defeat the evil that was the Axis. None of the Allies were perfect, but their common goal of defeating the Axis Alliance could be considered a "good" one. If Hitler had won, his "Final Solution" would have been applied to most of the world; resulting in the extermination of the majority of the world's population.

If you want to play an evil alignment you must work with your DM to do so and for the game to succeed you must create a character that will follow a few rules:

 

1. The party has to know that you have their back. Almost every thief has been guilty of under reporting the amount of treasure they find and pocketing the profits for their own use. However, if the party is in trouble almost all of those characters are willing to do anything to help. If the party can't trust its members it will start a war within the party and cause the party to fall apart.

2. The party must be wiling to follow the DMs Story Line. DMs are responsible for creating a reason for why all that happens in their lives does happen. The life of an adventurer is not a string of accidents, but a road to an eventual goal; usually one that saves the world or fulfills a similarly impressive goal. The DM may put up a lot of stories, they may disguise the story line, there will be random encounters, and the party may stray from the primary story line from time to time; but you cannot have one group want to go here and adventure and another group that wants to go in an entirely different direction to do something else and still expect the DM to run both parties. This is why every DM hates it when the party separates, they can't do two things at once; they can't run two groups at the same time.

3. The party must get along, they don't have to like each other, but they have to agree to work together. If the party members can't get along together then they will not have a legitimate reason to adventure together. There are reasons why an evil creature and a good creature (except Paladins) could adventure together; mainly to defeat a foe that they have in common or to prevent the destruction of what they hold dear. Their ways of going about it will differ; as to their alignments and they will argue over that, but if they can't agree to work together then there is no reason for them to do so and the game will fall apart. If the party won't stay together, working on a common goal then there is no reason for the party to exist. The goals may change, and the motives may vary and everyone may not be working on the same goal at the same time, but they can't be working against each other or against the story.


The easiest way to insure that these rules are not broken is to force the party to have similar or compatible alignments. If the players can come up with good reasons for the party to be together without sharing the same alignments then they can work that out with the DM in their background story. Those party members must also insure that when the DM's plot unfolds that they will be able to keep with the party and the storyline. Otherwise they will not be allowed to play an evil alignment. I do not expect everyone will always work together, but I want the group to aspire toward that goal.

Remember, it is not a situation of US "the party" vs. THEM "the DM." It is a situation of ALL OF US trying to resolve the problems posed by the DM. You must create a character who is willing to follow that goal.

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