Run a campaign where they're peasants who have to overthrow the insane absolute monarch and institute Real Communism
Even in a game of pure unfettered imagination with magic, travelling to the realms of gods, and remaking reality....
There is no way communism works.
The best thing about playing tabletop is that it literally does not matter what Wizards of the coast says.
That's the thing I keep telling you faggots. It DOES because eventually you will need to find new player or a new group. And when you do, what faggotry WotC & Critical Role has been pushing absolutely, 100% very much matter.
Speaking of entirely evil races, how do people feel about "mostly entirely evil race, some neutral and/or good exceptions exists though."? I do see that sort of plot tossed about a couple times.
In
general that's how I run things.
But the other thing is I always tell my players "Alignment isn't fixed, its the consequences of your actions".
For example, you might have some goblins living in a city. They follow rules, but only when they think they're being watched and can't get away with taking what they want. But they also aren't entirely stupid. If an orc warband rolls up, depending on how they're treated, they would likely take up arms against the Orcs because they prefer their current station in life. But if there is a mind-control shaman, it wouldn''t take much to turn them into a 5th collumn.
You can have a gnoll, or group of gnolls, who turned away from Yeenoghu and the constant cycle of decay. But they would very rare and very likely hunted by Yeenoghu.
My usual though is something like a Red Dragon merchant or the Beholder who runs the market in Sigil; They are rarities, and still evil, just smart enough to keep their evil natures in check for gain.
Because demons and devils and shit are seen as persecuted minorities, and since WotC hasn't released anything with any actual world building in over a decade no one who has gotten into D&D since 5th edition knows who the hell Drizzt even is.
In my setting beastmen are generally either chaotic or neutral. Humans generally lawful or neutral. Demons are always chaotic. If they gave up on their evil ways (killing everything they see, doing necromancy, tricking people to be evil, etc.) they would no longer have their powers which are ultimately bestowed upon them by a Goddess of demons and hell.
[ ... ]
For beastmen it's ultimately because they are stupid. Stupid people do more crime or immoral things for power because they can't reason why they shouldn't.
I agree with this too. If they turn good, their patron deity is going to abandon them.
And stupid things/stupid people are less likely to vary alignment.
They expect them to be some big red guys laughing like cartoon villains. I like using them as Villans but using them as manipulative, to where they act like your best friend offering you everything while having that fake nice in that it feels off, while getting the dagger ready to place in your back as they take everything. I view them as wanting you to give your soul willingly to them. I have them never lie but use half truths, selective truths, metaphores,etc. Liking violence when it is useful and time.
Yup. If you are dealing with a demon, it is to their benefit and not yours.
Things like aberrations or outsiders are... well, that's a lot more of a problem.
Yup. Abberations just have different minds and I'm less likely to have them vary alignment. I know I gave a Beholder Merchant example before, but in my worlds Beholders are always evil and view mortals as at best slaves.
The BEST you are going to get from a beholder is aligned interests and it deciding you are more useful alive and un-enslaved than the alternative. (Actually the best you are going to get from a beholder is being too unimportant to be noticed or bothered with. But providing its interacting with you, that's the best you can hope for)
Its not like a Dragon you can try to grovel and prostrate and maybe bribe your way out of.
If you have something a beholder wants its going to disintegrate first and ask questions never.
I play with it on a gradient. In my Mars game, the giant primitive apes are prone to being evil... well more savage really, since barely sapient race with low cunning that likes to eat sapients. But due to their rapidly becoming more sapient and entering a full stone age, it can be directed. The party I have is working on that. They'll likely remain CN to true neutral even with their efforts since they're just well, basically a perfect race for barbarians and druids to pop from, but for the apes in their area, that's better than CN to CE they WERE.
Synthetic Men tend to be firmly evil due to being made in their master's mental image, which was an amoral hubristic bastard. There are rare exceptions but even those struggle with their mindset and do it more out of spite or because of a code. They are hard to shift if even possible.
The divine or infernal is a pretty firm line. Due to how I play with theology, it is possible to force an alignment shift in an entity like that. It takes a lot of fucking effort though, and it's more due to how the deity pivots more than its devotees. The god almost always wins, but on a few rare occasions the devotees might be able to shift it due to worship being a force of power for them.
This another good breakdown.
Dumb things are not even evil, just more prone to evil actions.
Alien minds may have less flexibility, but there might be a couple exceptions.
But the gods & their servants won't shift - or if they do, it is a huge deal.
Found on reddit but it is the best broken pathfinder 1e build.
A perfectly balanced game with no flaws.