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<blockquote data-quote="sirteabag" data-source="post: 5464742" data-attributes="member: 6670043"><p>I was curious if anyone ever set-up a game, out-side the game? </p><p></p><p>For example one campaign I had had anyone not Evil aligned (just myself) under the effect of a centuries old evil effect where they were slowly going crazy on an island they were dropped off on. This is out of their knowledge at the time and I had set an in game timer of two-weeks where if nothing was accomplished the adventurers would just simply lose more and more sanity. A series of checks I made and a death clock for them. I did however tell them the were losing sanity as the days went so they knew the consequences.</p><p></p><p>But anyway, that's back story. Outside the game a day before I confronted every player privately, Ben, Steven, and Rick lets say. I told Ben, Rick was "under my control" and was playing against the party. I told him this and said its just between us so Rick doesn't ruin everything, told him it was a gut feeling and to not mention it in-game. Just know about it and try to watch for his treachery... Then I told the others the same; needless to say the entire game, the "island" was breaking them down. Steven poisoned Ben, Ben forced Rick to enter a suspicious room first, etc. </p><p></p><p>I've done this in a few ways and I always try to leave one character alone, who doesn't know anything of the meta-lies to act as a pacifier. He is usually the strongest/smartest player and I leave it to him to try to save his friends. </p><p></p><p>Anyway, anyone have any thoughts?</p></blockquote><p></p>
[QUOTE="sirteabag, post: 5464742, member: 6670043"] I was curious if anyone ever set-up a game, out-side the game? For example one campaign I had had anyone not Evil aligned (just myself) under the effect of a centuries old evil effect where they were slowly going crazy on an island they were dropped off on. This is out of their knowledge at the time and I had set an in game timer of two-weeks where if nothing was accomplished the adventurers would just simply lose more and more sanity. A series of checks I made and a death clock for them. I did however tell them the were losing sanity as the days went so they knew the consequences. But anyway, that's back story. Outside the game a day before I confronted every player privately, Ben, Steven, and Rick lets say. I told Ben, Rick was "under my control" and was playing against the party. I told him this and said its just between us so Rick doesn't ruin everything, told him it was a gut feeling and to not mention it in-game. Just know about it and try to watch for his treachery... Then I told the others the same; needless to say the entire game, the "island" was breaking them down. Steven poisoned Ben, Ben forced Rick to enter a suspicious room first, etc. I've done this in a few ways and I always try to leave one character alone, who doesn't know anything of the meta-lies to act as a pacifier. He is usually the strongest/smartest player and I leave it to him to try to save his friends. Anyway, anyone have any thoughts? [/QUOTE]
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