Well, the seeds of the party's destruction are right there - they would do very nasty things if the price is right. That includes turning on their current companions.

To work, you need a setup where they *won't* do just anything, where they *won't* shaft other party members if the price is right. The party needs some basis for loyalty for this to work reliably.

Strangely, the good characters in my game also have goals and plans.

There is an old learned behavior that both GMs and players can get into, where Good characters react to whatever evil they see in front of them. A major typical campaign structure is to present an adventure with a target at the end, and good characters go after that.

But it doesn't have to be that way. Your typical Good character is gong to take a "if it ain't broke, don't fix it" approach - they won't go stomping Evil until they know it is there. If the GM only presents short-term targets, you fall into the above structure. If, instead, as a GM you provide several *long term* targets, you'll generally see a change in approach on the part of the characters.

Failure to present some unifying principle - be it an ideal, or threat of force, or something similar, Evil tends to feed upon itself. So, for this to work, you need to make sure that unifying principle exists, and that all the players have bought into the idea that their Evil must be outward-facing, rather than inward-facing.

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