assumptions

Some basic assumptions about the world that you can take to heart:

  1. If a guy has fifteen guards around him, chances are he’s rich.
    • If a guy is rich, chances are he knows how to protect and keep his wealth.
  2. Poor people don’t carry much gold on them.
  3. Guards are looking for physical threats more often than monetary ones.
  4. Old ladies are mostly harmless.
  5. (Good-aligned) Sorceresses in disguise are more often than not only found in fairy tales with a happy ending.
    • As evil doers, it is your job to ensure there are no happy endings.
  6. Stealing candy from a baby is not evil.
    • Stealing a baby is bad.
    • Stealing a baby to give to a flesh eating cult as down payment on a spell of ultimate power is selfish.
    • Stealing a baby to give to a flesh eating cult for the hell of it is insane.
    • Telling everyone that you already stole the baby and gave it to a flesh eating cult, convincing them the baby they see is actually a being from the abyssal plane, and letting them burn it at the stake is conniving, and possibly despicable.
    • True evil is in the eye of the Beholder, and you probably don’t want to run into one of those for at least 10 levels.
    • If your actions give your significant other the willies, you are on the right track.
  7. The city guard is not a pre-planned encounter. Their job is to stop you, and in general they have the tools to do so.
  8. An army is not a pre-planned encounter. See point 7, and remove the phrase ‘in general.’
  9. If you survive to be level 10 or above, ignore point 7.
  10. If you survive to be level 20, ignore point 8b (but only if you appeal to point 11).
  11. Ingenious role-playing and/or tactics can circumvent and/or overcome any pre-planned GM encounter (the latter being worth XP).
  12. If you piss off a city guard or an army, expect me to try to kill you.
  13. “City” doesn’t mean an actual city. When it does point 7 turns into point 8.
  14. The GM will fudge dice results. If he catches you fudging dice results expect to piss off a random army. Fudged rolls will not save you at fifteen to one odds.
  15. As you build a reputation for true evil, expect groups of heroes to be sent against you. You have just become the end boss for their adventure after all.
    • Heroes follow codes of ethics.
    • Anyone can be pushed too far.
    • Your reputation will precede you.
  16. Petty crime gets the attention of petty criminals and law keepers (and enforcement) alike.
    • Some petty criminals are organized.
    • Petty criminal organizations are likely to send assassins after you when they feel threatened.
  17. The best assassins never even let you know they were there.
    • The best assassin never was there.
  18. Wizards are intelligent, clerics are wise, and dragons are both intellgent and wise.
    • Rennaissance society has evolved beyond the myths of ghosts and ghouls and dragons and other monsters under the bed.
    • There are no monsters under the bed.
    • Orcs and goblins are misunderstood and/or mis-guided creatures (“the poor savag dears”).
      • Someone needs to get the orcs and goblins back to doing evil nasty things to good and decent people.
  19. Your characters do not know how to get from point A to point B without a map.
  20. Your character will starve if you fail to have them acquire food.
  21. Stupidity leads to character creation

assumptions

Its Good to be Evil! Beaumains