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Ever let players run the opposition?
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<blockquote data-quote="Henry" data-source="post: 5182553" data-attributes="member: 158"><p>Not exactly, but I have had turncoat games before -- my favorite was a Star Wars Saga game I ran.</p><p></p><p>In it, one of the players kept pushing the boundaries of Dark Side Force use -- to the point where he used force grip on sentients with wild abandon. I started offering him temporary force points that he could use solely to get back his force grip if he chose to use it, with it just going away if he tried to do anything else with it.</p><p></p><p>Eventually, he was approached in secret (away from table) by a Sith (actually the Emperor in disguise) and turned. I offered him great power if he turned, and for the fun once-in-a-lifetime opportunity he did. He waits for TWO WHOLE GAMES before the time is right to betray the party, which he did, backed up by 20 sith acolytes! I gave him 5 destiny points plus 1 per member of the party, figuring between the non-heroic acolytes and his new power, it would be a hard fought, memorable, but losing battle for the other players (this was right on the heels of Order 66 and the massacre of the Jedi).</p><p></p><p>Instead, they pulled it out of their behinds, managing to kill-shot him in 1 round with the help of an HK-47 style droid who sacrificed himself (and his chest-mounted thermal bomb) because the "meatbag did not pay him proper deference," and fighting one hell of a struggle. The turncoat PC player and the droid player joined up to run the sith acolytes, and used every trick they could think of to kill the rest of the party, and the end result was 20 dead sith, 2 PCs left conscious, and everyone else unconscious or dying, and the turncoat and droid nothing but a thermal detonator-smear on the duracrete, narrowly escaping the planet with Clone troopers inbound.</p><p></p><p>They talked about the end of the campaign for six months. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 5182553, member: 158"] Not exactly, but I have had turncoat games before -- my favorite was a Star Wars Saga game I ran. In it, one of the players kept pushing the boundaries of Dark Side Force use -- to the point where he used force grip on sentients with wild abandon. I started offering him temporary force points that he could use solely to get back his force grip if he chose to use it, with it just going away if he tried to do anything else with it. Eventually, he was approached in secret (away from table) by a Sith (actually the Emperor in disguise) and turned. I offered him great power if he turned, and for the fun once-in-a-lifetime opportunity he did. He waits for TWO WHOLE GAMES before the time is right to betray the party, which he did, backed up by 20 sith acolytes! I gave him 5 destiny points plus 1 per member of the party, figuring between the non-heroic acolytes and his new power, it would be a hard fought, memorable, but losing battle for the other players (this was right on the heels of Order 66 and the massacre of the Jedi). Instead, they pulled it out of their behinds, managing to kill-shot him in 1 round with the help of an HK-47 style droid who sacrificed himself (and his chest-mounted thermal bomb) because the "meatbag did not pay him proper deference," and fighting one hell of a struggle. The turncoat PC player and the droid player joined up to run the sith acolytes, and used every trick they could think of to kill the rest of the party, and the end result was 20 dead sith, 2 PCs left conscious, and everyone else unconscious or dying, and the turncoat and droid nothing but a thermal detonator-smear on the duracrete, narrowly escaping the planet with Clone troopers inbound. They talked about the end of the campaign for six months. :) [/QUOTE]
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