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	<title>Comments on: Villains, Aren&#8217;t We All: Evil and the Gaming World, Part 3</title>
	<atom:link href="http://www.lategaming.com/2006/11/24/villains-aren%e2%80%99t-we-all-evil-and-the-gaming-world-part-3/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.lategaming.com/2006/11/24/villains-aren%e2%80%99t-we-all-evil-and-the-gaming-world-part-3/</link>
	<description>staying up late, playing games</description>
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		<title>By: mabmorrigan</title>
		<link>http://www.lategaming.com/2006/11/24/villains-aren%e2%80%99t-we-all-evil-and-the-gaming-world-part-3/comment-page-1/#comment-47</link>
		<dc:creator>mabmorrigan</dc:creator>
		<pubDate>Fri, 24 Nov 2006 16:26:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.lategaming.com/2006/11/24/villains-aren%e2%80%99t-we-all-evil-and-the-gaming-world-part-3/#comment-47</guid>
		<description>That is a common problem with Vampire, IMO.  I have more experience running WW games than any other rpg, and I have to admit some tiredness with the &quot;I&#039;m out for me, no one trust anyone&quot; character vein.  It&#039;s great to manipulate, but sucks for teamwork and comraderie.

The inability to leave OOC knowledge out of IC play is probably the reason I&#039;m against alignments being known as a GM.  I don&#039;t even like to assign alignments right off the bat.  I&#039;ve seen players say &quot;I&#039;m Chaotic Good&quot;, and once you put them in play, they&#039;re the epitome of Chaotic Neutral.  Sometimes alignments don&#039;t manifest until the kinetic influence of actual game-time.  

I&#039;m going to go into more about alignments from the GM&#039;s pov in the next post.  Why we bother, should we bother, who really needs to know, that type of thing.</description>
		<content:encoded><![CDATA[<p>That is a common problem with Vampire, IMO.  I have more experience running WW games than any other rpg, and I have to admit some tiredness with the &#8220;I&#8217;m out for me, no one trust anyone&#8221; character vein.  It&#8217;s great to manipulate, but sucks for teamwork and comraderie.</p>
<p>The inability to leave OOC knowledge out of IC play is probably the reason I&#8217;m against alignments being known as a GM.  I don&#8217;t even like to assign alignments right off the bat.  I&#8217;ve seen players say &#8220;I&#8217;m Chaotic Good&#8221;, and once you put them in play, they&#8217;re the epitome of Chaotic Neutral.  Sometimes alignments don&#8217;t manifest until the kinetic influence of actual game-time.  </p>
<p>I&#8217;m going to go into more about alignments from the GM&#8217;s pov in the next post.  Why we bother, should we bother, who really needs to know, that type of thing.</p>
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		<title>By: Aidan</title>
		<link>http://www.lategaming.com/2006/11/24/villains-aren%e2%80%99t-we-all-evil-and-the-gaming-world-part-3/comment-page-1/#comment-44</link>
		<dc:creator>Aidan</dc:creator>
		<pubDate>Fri, 24 Nov 2006 13:21:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.lategaming.com/2006/11/24/villains-aren%e2%80%99t-we-all-evil-and-the-gaming-world-part-3/#comment-44</guid>
		<description>I&#039;ve played in a few games where the majority of the party has been good and there has been one &quot;evil&quot; character.  Generally, these games haven&#039;t involved good roleplaying - everything is shaped by OOC knowledge.

I played in a Vampire campaign for a year or so where everyone was selfish, and factions changed over the course of the campaign.  That was interesting because at any one time no-one really trusted one another, but no-one had enough clout to say to the Prince of the city &quot;I&#039;m not working with him/her.&quot;

I&#039;ve also had characters &quot;go bad&quot; in game, which is fun for everyone involved - everyone knows what is happening so you can really go over the top if you want to.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve played in a few games where the majority of the party has been good and there has been one &#8220;evil&#8221; character.  Generally, these games haven&#8217;t involved good roleplaying &#8211; everything is shaped by OOC knowledge.</p>
<p>I played in a Vampire campaign for a year or so where everyone was selfish, and factions changed over the course of the campaign.  That was interesting because at any one time no-one really trusted one another, but no-one had enough clout to say to the Prince of the city &#8220;I&#8217;m not working with him/her.&#8221;</p>
<p>I&#8217;ve also had characters &#8220;go bad&#8221; in game, which is fun for everyone involved &#8211; everyone knows what is happening so you can really go over the top if you want to.</p>
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		<title>By: matt</title>
		<link>http://www.lategaming.com/2006/11/24/villains-aren%e2%80%99t-we-all-evil-and-the-gaming-world-part-3/comment-page-1/#comment-42</link>
		<dc:creator>matt</dc:creator>
		<pubDate>Fri, 24 Nov 2006 09:44:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.lategaming.com/2006/11/24/villains-aren%e2%80%99t-we-all-evil-and-the-gaming-world-part-3/#comment-42</guid>
		<description>I&#039;ll tell you right now, having an Evil character in your group can be a blessing in disguise. Not all of them are backstabbing, pickpocketing bastards.

Some of them are just the sort of person you need to get the job done.....</description>
		<content:encoded><![CDATA[<p>I&#8217;ll tell you right now, having an Evil character in your group can be a blessing in disguise. Not all of them are backstabbing, pickpocketing bastards.</p>
<p>Some of them are just the sort of person you need to get the job done&#8230;..</p>
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