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I accidentally revealed all of my campaign plans and secrets to a PC.... what now?
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<blockquote data-quote="SmokeyCriminal" data-source="post: 7290303" data-attributes="member: 6876146"><p>I think your fine. The players will forget 90% of this stuff in a month or two. It'll go from "Molvek of the Armaranthine" To "Was it Molvey, or Mortey? From the what? Armageddon, Armament, or something?"</p><p></p><p>Just have everyone delete whatever copy of the document they have and the players will naturally forget most everything.</p><p></p><p>And even the stuff they remember wont be a problem, just change at least one thing and your good. It's like the reverse version of the 'trap door trope'. You know how Players never check for traps on doors untill they fall for one, and then they check every single door in the whole game. Once one of the twist they read in the document has changed then they'll start to second guess every single thing they remember from the document. Don't under estimate Player paranoia, instead use it.</p><p></p><p>Oh, and if you have NPCs in the document just change a combination of Name/Race/Sex and the Players will do the "wait is this Jane from the document but with just a name change? Maybe...idk. So does that mean he changed her plot too? Maybe...idk."</p><p></p><p>As for Plot Twists that also shouldn't be a big issue. Either untwist it, leave it, or just give the little plot one extra twist.</p><p></p><p>A great example is the King/Prince thing. The group thinks the King is the bad guy and will betray and kill the Prince. Well just have the Prince be the bad guy and betray and kill the King. Maybe the reason the King is so mean to the Prince is because there was a prophecy/vision of the Prince killing the King. And when the Prince was little he used to kill kittens and was a little terror, he grew out of it but the King can't help it, he doesn't totally trust his son so he acts mean towards him. And in the end, it turns out he was right. which then makes it a betrayal to the Party as well because the Party helped him, and they'll also feel a little responsible "If we hadn't of saved the Prince none of this would have happend."</p><p>Maybe one of the reasons the Prince kills the King was specifically because the King was so cold and mean towards him, Which brings up that Matrix broken vase dilemma of "would you still have broken it if I hadn't said anything?" which then becomes a meta-wink at your players.</p><p></p><p>Or maybe just have the Queen/Chancellor be the mastermind, maybe she sowed the seeds in both the King and Prince, that would bring them to kill each other.</p><p></p><p>As for the backstory I think you should keep what you have but then reveal that there's "More to the story."</p><p></p><p>The Armaranthine did give the Races magic but it was for their own benefit. The way a Slaver teachers their slaves how to grow and harvest food or fish. The Armaranthine was oppressive. But not all of them.</p><p></p><p>So the Races with the help of Good Armaranthine kill off the Bad Armaranthine. But then betray the Good Armaranthine just to make sure that they will never be oppressed again.</p><p></p><p>Then Molvek doesn't convince the Gods that maybe the Races will eventually try to kill the Gods. But instead, the Races DO try to kill the Gods, so they juice up Molvek to protect themselves. And Molvek damages the Races enough to stop their pursuit of God Killing, or actually he negotiated a peace treaty, But is later betrayed by the Quora Tal and sealed away. Now you can truly Sympathize with Molvek, His people murdered by the Races, gets blessed by the Gods to protect them, he takes the peaceful route, and he's betrayed by the Races.</p><p></p><p>I love it in stories when you learn the 'History' of a thing, but then later learn the REAL history. And it always turns out to be less cut and dry.</p><p></p><p>Nice story btw</p></blockquote><p></p>
[QUOTE="SmokeyCriminal, post: 7290303, member: 6876146"] I think your fine. The players will forget 90% of this stuff in a month or two. It'll go from "Molvek of the Armaranthine" To "Was it Molvey, or Mortey? From the what? Armageddon, Armament, or something?" Just have everyone delete whatever copy of the document they have and the players will naturally forget most everything. And even the stuff they remember wont be a problem, just change at least one thing and your good. It's like the reverse version of the 'trap door trope'. You know how Players never check for traps on doors untill they fall for one, and then they check every single door in the whole game. Once one of the twist they read in the document has changed then they'll start to second guess every single thing they remember from the document. Don't under estimate Player paranoia, instead use it. Oh, and if you have NPCs in the document just change a combination of Name/Race/Sex and the Players will do the "wait is this Jane from the document but with just a name change? Maybe...idk. So does that mean he changed her plot too? Maybe...idk." As for Plot Twists that also shouldn't be a big issue. Either untwist it, leave it, or just give the little plot one extra twist. A great example is the King/Prince thing. The group thinks the King is the bad guy and will betray and kill the Prince. Well just have the Prince be the bad guy and betray and kill the King. Maybe the reason the King is so mean to the Prince is because there was a prophecy/vision of the Prince killing the King. And when the Prince was little he used to kill kittens and was a little terror, he grew out of it but the King can't help it, he doesn't totally trust his son so he acts mean towards him. And in the end, it turns out he was right. which then makes it a betrayal to the Party as well because the Party helped him, and they'll also feel a little responsible "If we hadn't of saved the Prince none of this would have happend." Maybe one of the reasons the Prince kills the King was specifically because the King was so cold and mean towards him, Which brings up that Matrix broken vase dilemma of "would you still have broken it if I hadn't said anything?" which then becomes a meta-wink at your players. Or maybe just have the Queen/Chancellor be the mastermind, maybe she sowed the seeds in both the King and Prince, that would bring them to kill each other. As for the backstory I think you should keep what you have but then reveal that there's "More to the story." The Armaranthine did give the Races magic but it was for their own benefit. The way a Slaver teachers their slaves how to grow and harvest food or fish. The Armaranthine was oppressive. But not all of them. So the Races with the help of Good Armaranthine kill off the Bad Armaranthine. But then betray the Good Armaranthine just to make sure that they will never be oppressed again. Then Molvek doesn't convince the Gods that maybe the Races will eventually try to kill the Gods. But instead, the Races DO try to kill the Gods, so they juice up Molvek to protect themselves. And Molvek damages the Races enough to stop their pursuit of God Killing, or actually he negotiated a peace treaty, But is later betrayed by the Quora Tal and sealed away. Now you can truly Sympathize with Molvek, His people murdered by the Races, gets blessed by the Gods to protect them, he takes the peaceful route, and he's betrayed by the Races. I love it in stories when you learn the 'History' of a thing, but then later learn the REAL history. And it always turns out to be less cut and dry. Nice story btw [/QUOTE]
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I accidentally revealed all of my campaign plans and secrets to a PC.... what now?
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