That is the problem with a lot of the new players. They can't separate the character from themselves.
If their character takes an ass kicking or receives consequences for their actions, it isn't the character, it's an attack on THEM personally.
That's why I'm pretty careful nowadays with my roll20 campaigns.
And as far as evil parties are concerned, you can have a LOT of fun with them in ways that you don't even get into intra-party fighting or really evil stuff.
One I ran recently was an all evil party. They were scumbags from the slums. Drug dealers, smugglers, muggers, pimps, the whole nine yards. The group had a great time. They were just bonded together over the fact that they were slummers, the guards hated them, everyone was racist toward them, and a kobold gotta get that shiny, ya?
Someone came in to replace a player we lost and tried to convince everyone to do good things, not live in the slums.
These were 10+ level characters, with deep black market and organized crime contacts, contacts with nobles, contacts with crooked guards. They had gangs, cultists, all kinds of stuff. The whole city was swept by revolution every 6 months (I modeled it after Paris during the Terror and threw in some Bolshevik Revolution), it was after a major war, and it was everyone for themselves.
Oh, yeah, and they had seven of the nine jam recipes and had defeated the Demon of Endless Tormenting Gluttony once and were ready to do it again.
They quit because the group 'wasn't what they were looking for and the game had promise but they couldn't see it'.
They got honestly offended at people having fun being big time gangsters and mobsters.
OH, for a fun thing: Use the old 1E AD&D followers charts when they hit the right level and take the Leadership Feat. Not just a single henchmen, but shit like "100+3d10 Bowmen" stuff and translate it over.
The kobold alchemist had a full blown drug production, smuggling, distribution system complete with thugs, henchmen, bribed judges and guards. The players loved it.