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<blockquote data-quote="bbjore" data-source="post: 5465570" data-attributes="member: 27539"><p>I did this to my players just last weekend. The PCs have been corrupted by Far Realm related effects, and have all become somewhat mad. I pulled each PC aside and wove a careful web of lies, ensuring each one believed that they are the only one who succeeded on their Insight check to figure out what is really going on. I told some that I had instructed another PC to kill them before the end of the adventure, and they just need to survive. I told others that so and so must be killed to stop them from killing someone else. I've told others that they must stop the party from falling apart. The thing is, each of them is doesn't have the whole story. I then made periodic rolls, and slipped notes or pulled PCs aside to describe "clues" that their PC has noticed. </p><p></p><p>This is all meant to model the way each PC has developed a randomly chosen set of delusions which prevents him or her from knowing what is really going on. I've made a periodic set of Will attacks and if the attack hit, the PC becomes more delusional, and I provide them with even more false information. Most of my group loved it, especially the ones into roleplaying, the ones who liked combat not so much. The greatest difficulty was keeping the party on track with the adventure itself. But I think I've figured this out for the second part of the session. I would say that if you have players who are into combat, make sure the group still manages to leave the inn and get into some fights, and try to avoid mechanical penalties for those who aren't too in to the roleplaying thing. Second be subtle. Give a few PCs a reason to act strange or suspicious, a few more good reasons to be very suspicious or fearful, and then let things run with subtle adjustments and misinformation along the way. It's especially nice if you tie it to actual mechanics, where stronger willed PCs are less susceptible, so players feel like their PC design worked.</p><p></p><p>I think my favorite moment was when one PC presented a blank piece of paper to the rest of the group as proof that another PC was a murderer. He thought it had writing on it, but that was part of his paranoid delusion. Everyone else starting to think he was the crazy one who had to be stopped.</p></blockquote><p></p>
[QUOTE="bbjore, post: 5465570, member: 27539"] I did this to my players just last weekend. The PCs have been corrupted by Far Realm related effects, and have all become somewhat mad. I pulled each PC aside and wove a careful web of lies, ensuring each one believed that they are the only one who succeeded on their Insight check to figure out what is really going on. I told some that I had instructed another PC to kill them before the end of the adventure, and they just need to survive. I told others that so and so must be killed to stop them from killing someone else. I've told others that they must stop the party from falling apart. The thing is, each of them is doesn't have the whole story. I then made periodic rolls, and slipped notes or pulled PCs aside to describe "clues" that their PC has noticed. This is all meant to model the way each PC has developed a randomly chosen set of delusions which prevents him or her from knowing what is really going on. I've made a periodic set of Will attacks and if the attack hit, the PC becomes more delusional, and I provide them with even more false information. Most of my group loved it, especially the ones into roleplaying, the ones who liked combat not so much. The greatest difficulty was keeping the party on track with the adventure itself. But I think I've figured this out for the second part of the session. I would say that if you have players who are into combat, make sure the group still manages to leave the inn and get into some fights, and try to avoid mechanical penalties for those who aren't too in to the roleplaying thing. Second be subtle. Give a few PCs a reason to act strange or suspicious, a few more good reasons to be very suspicious or fearful, and then let things run with subtle adjustments and misinformation along the way. It's especially nice if you tie it to actual mechanics, where stronger willed PCs are less susceptible, so players feel like their PC design worked. I think my favorite moment was when one PC presented a blank piece of paper to the rest of the group as proof that another PC was a murderer. He thought it had writing on it, but that was part of his paranoid delusion. Everyone else starting to think he was the crazy one who had to be stopped. [/QUOTE]
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