Probably every person who plays role-playing games (RPGs) at some point considers playing an evil character. The reasoning is likely because they want to play a character that has no limitations on the type of actions they can take. Before playing an anti-hero or villain in a game there are a number of considerations.
At the Life, The Universe and Everything Symposium (LTUE Website), I was on a panel covering some areas character players and game masters should consider before playing or having an evil character as part of their adventuring party.
The concept of having an alignment in terms of good versus evil is only in a few select, but well-known RPGs. Games without an assigned alignment to help guide a player still have the concept of evil being present. For the purpose of this discussion alignment was limited within the context of assigned limitations.
For all games, character action is a representation of a character's code of conduct or alignment more than the words written on the character sheet. I bring this up because I have seen players, through their character, perform amazingly evil acts and then claim they are not evil by pointing at their sheet. How to handle that is another, completely different discussion, but there might be some ideas you can take away from our panel discussion.
Motivations for Playing Evil Characters
Some players never consider playing an evil character, while others will push for the opportunity. Don't consider this to be anything bad about the player. RPGs are about exploring differences and that is one of the reasons players want to play evil, they can't be that way in real life. It is similar to playing a character of a different race, sex, physicality, skills, etc.
Sometimes players want to create chaos more than they want to be evil. In many cultures the chaotic individual is seen as being evil. In fantasy settings this is a major point of the Elric stories.
As a game master (GM) you have the right to put limitations on your game. If you don't want evil characters, don't allow them. I know GMs who have been running different campaigns for more than 20 years who don't allow evil characters. They've even pushed back on character actions and reminded the players that they are the heroes.
Character Motivations
Evil characters are harder to play than most people think they are. One of the first things to remember is a concept that is used in writing stories—the villain is the hero of their own story. This means they have motivations and characteristics like every hero. Their reasoning may be flawed, but they still see themselves as achieving something of greater good, not as the evil megalomaniac wanting to control the world just for the sake of power.
Characters can have the same motivation but see the path to accomplishing the goal differently. This is a prime difference between what is considered good and what is considered evil. Peace may be had by negotiating treaties or by killing all of one's adversaries. In many stories the evil lord is only trying to bring order and peace to their realm.
When wanting to play an evil character, you need to understand why they are evil, not just that they are evil. This will help define their motivations and how they will react. In reading novels, you will see where the evil characters are willing to let small victories go as they pursue their mission.
Pitfalls
Know what can be in store for you. I had two players who wanted to bring evil characters into an existing campaign. They thought it would be fun to disrupt the party from the inside. I tried to convince them it wasn't a good idea. They remained persistent after the warnings, so I allowed it. Their characters arrived outside the fort the party was helping to defend. They were allowed into the courtyard under strict guard and after a detection spell was cast were promptly slain. In games where evil can be identified, especially in settings where there is a strong storyline of two opposing sides, other players may be very willing to attack the evil characters before there is a chance for them to turn on the party.
Evil characters cannot act uncontrolled. I like to give a warning to players first looking at playing evil that they are not free to go through and kill everyone because they are simply evil. There should be consequences. If evil leaders killed on a whim followers or commoners that displeased them, they would soon be alone. If this was the common aspect of evil characters, every adventure in a tabletop of electronic RPG would be fighting only the final battle because the main boss would have already killed their minions. They have a plan and have enough underlings to sacrifice in the time of need. Player characters should have the same basic ideal of their fellow party members—the party is there to protect and keep them alive until they are no longer needed or become a hindrance.
Evil characters who are rash usually don't survive for long.
Final Thoughts
Playing evil can be enjoyable when done correctly.
Everyone on the panel had stories of games they had run or played in where an evil character provided a great storyline. One of the better ones was provided by Quiana Chase when she was running the DnD 5e Ravenloft adventure. It was a great example of how a single character willingly slipped deeper into an evil persona to achieve a greater goal they felt was for the better.
I have had the experience of playing a character who eventually became an assassin. During the campaign his best friend and comrade in battle was a paladin. They both embraced the aspects of being lawful and enforcing the laws and agreements made amongst the party and with others. Their tactics of enforcing the rules is where they differed.
If you have a desire to play an evil character, make sure your GM is willing to work with you. It is very important to keep a strong line of communication with them to make sure the character fits into the story you're building. Depending on the players, you may want them to know or not. Work that out with the GM also. I've always found that when you are keeping your motivations hidden from other players you should make sure you don't start doing something that others haven't seen. Gamers are quick to see a change and will cue on it, even if they don't intend to. For consideration, start passing notes to the GM early on and continue to do it. Don't pass the first note when you have defeated the enemy and you're preparing to divide the spoils.
Dancing in the Dark: How to Get the Most Out of Playing Evil Characters (from the program)
Evil characters can be fun and challenging to play but can cause both campaign and interparty issues. Are there solutions to these problems, or are they inherent in the type of play?
Other Panelists
Natalie Whipple
The author of fifteen novels, a pro gaming fan, a dungeon master, and perhaps the largest consumer of diet Mountain Dew Code Red on the planet. She graduated from BYU in English language with a minor in editing and is currently spending all her spare time being too extra for her D&D campaigns.
Quiana Chase
She creates simulations. She has helped produce large-scale simulations put on by Heroic Youth, Simulations Week, and others. Her jobs include working at the Lion's Gate space center, as an elementary school educator, and heading the Que Branch, which exclusively publishes work written by teens. Oh, and she writes novels. She also has a YA science fiction novel in the process of publication.
Jess Lindsay
She loves writing, theater, and making costumes. She takes turns running D&D campaigns with her regular group and takes her husband everywhere.
Ravvyn
They have been a nerdy creator all their life. They're something of a real life bard; they do a little bit of everything. They're a writer and game designer; they designed FUNdemental RPG, which is a d20-based TTRPG system. They stream regularly on Twitch with both TTRPG-based and variety streams. Additionally, they are a professional photographer and has done their fair share of cosplayand prop building as well. Their passion is bringing people together through art and games. patreon.com/TheRavynEvermore.
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