Warning: The material presented in this article is of a sensitive nature.

Warning: The material presented in this article is of a sensitive nature.

Originally shared by Andrew Huffaker

Warning: The material presented in this article is of a sensitive nature. If discussions of evil, trauma, mental disabilities, abnormal psychology, dictatorship and oppression are offensive to you, reader discretion is advised.

https://thepsychologyofgaming.wordpress.com/2017/07/26/how-to-play-evil-like-negan-in-5-steps/

8 thoughts on “Warning: The material presented in this article is of a sensitive nature.”

  1. From the end of the article:

    “The danger in this style of play is that you are attacking the psyche of the real life players, not just the characters in game.”

    Yeah, no thanks. Why would I want to fuck over and attack the psyche of the other players in the game?

  2. I hear you. This addresses the ‘bleed’ of that can happen anytime issues of morality are addressed in game play. I wanted to be explicit that this is not something to take lightly if used.

  3. Ehh.. no. I would not call this bleed. Bleed is when you, the player, feel some of the the emotions that the character is feeling.

    The article more than once encourages the player of the evil character to manipulate and deceive the other players at the table. That’s not bleed. That’s telling the player to be a dickhead.

  4. After reading your comment, I went back and edited my post to add more to the ending in regards to being cautious if one so chooses to use these techniques. Thanks for the heads up.

  5. I just took out everything (I believe) that talks about manipulating player instead of PC’s. I took out some more content that, after hearing from you, was promoting subversiveness. If you get a chance, take a look and see if it still comes off that way and thanks again for the help.

  6. I think it could make for some great dramatic irony (like you mention at the end). Tell everyone you’re evil and secretly playing good. The hard part is now on the other players to determine if the characters notice weirdness more often because the players know this secret. Would probably have to figure out some sort of agreement that the players will buy in and play along.

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