The following is the story of Parn, the most broken character I never wish to meet, and the only character I know of who backstabbed two parties worth of characters in one combat. Look on this history, ye player characters, and learn from our mistakes... ==== I joined [the D&D group] Ragnarok in a campaign run by a guy named Ben. Ben's fondness for handing out major magic items to low-level characters was matched only by his tendency to kill those characters with those items. (At one point our fourth- and fifth-level party ran into the Shadowstaff, a Deck of Many Things, and an ego-34 chaotic evil sword, all over the course of two combats. We died a lot.) For all that, I still thought he was a good DM. Our party made some silly choices at one point in the game, and I think we had badly diverged from his prepared storyline. Shortly after winter break, Ben quit Ragnarok, and another DM took over. Out of an original party of six, two players were still alive. Those players had ridiculous amounts of stuff; the rest of us had new characters with no equipment. One of those original characters (Mitsumeru by name) chose that point to leave our party and become an NPC. She took about half our stuff with her, including an artifact that we had to have to finish the quest. It was in the battle to reclaim that artifact that most of our party eventually died. The last of the original characters was Parn. ...A few sessions later, our party met up with another party controlled by a different DM. We joined forces for an assault on a powerful NPC. Things were looking good for a bit... Then a new player, Nasri by name, joined the party with his evil wizard character, over my loud objections. Nasri's character took Parn aside (away from the main party) and led him through an evil ritual involving multiple human sacrifice, the purpose of which was to allow him to become a green slaad a few days later. What is a slaad, you might ask? All that's important, really, is that it's big. And bad. Our party didn't know exactly what had happened, of course. We did know that the evil wizard and the chaotic-neutral fighter had vanished for a few days with a bunch of slaves they had freed, and that when the fighter returned, he was acting awfully paranoid and his lawful-good sword was refusing to heal him. I tried to organize some sort of action against him (involving capturing the sword and asking it what had happened), but met with resistance from the rest of the party. "If we find out what he's doing", one person said, "he'll probably attack us, and then we'll have to kill him. And it would really be mean of us to kill his character after he's been through so much..." I kid you not. Well, our party split apart again and went our separate ways. One party contained those players who were willing to tolerate Parn in their group; the other contained those who did not. Parn became a slaad, and the rest of his party shifted from being "companions" to being "tagalongs". They did get a bunch of experience, though... During the last session of the spring semester, the parties rejoined and went after Mitsumeru, who was holding one of the last artifacts we needed to obtain. We had a total of ten characters in the combined party at that point, but Parn as a slaad was still powerful enough to do whatever he wanted. We received a graphic demonstration of this when, in the middle of the combat with Mitsumeru, he backstabbed the entire party. Three PCs escaped that battle; most of the rest were killed while running away. As an afterthought, Parn finished off Mitsumeru and collected the rest of the quest artifacts the rest of the party had dropped. And there it ended. ==== For a while I was drawing some sort of moral from this adventure, something to the effect of "do not allow evil characters in your party." Later I had cause to reconsider, though. If you ban evil characters, players will simply declare their alignments to be neutral, and make sure to provide themselves with motives to act evil where appropriate. The secret is to ban evil PLAYERS from the party... Actually, I think the mistake I made here was one of roleplaying. A literal definition of "roleplaying" is "a policy of doing what one's character thinks is best, rather than what might be most interesting for the player". Many people declare that their characters are bigots, paranoiacs, morons, et cetera, and do obviously stupid things with the excuse that "my character doesn't know any better". I believe in playing optimally in any game I'm in, so I try to avoid that sort of thing. One aspect of roleplaying still applies to my play, though. If, from my character's perspective, the best thing to do is leave the party, than my character must leave the party even if this would result in me leaving the game. I have applied this rule in subsequent adventures, and I wouldn't say it's worked well, exactly, but nobody has backstabbed me since...