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Need help with an odd idea for a campaign set in the underdark...
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<blockquote data-quote="RangerWickett" data-source="post: 1390669" data-attributes="member: 63"><p>Oh, also, to make the game more fun, pull the different players aside and talk to them in private. Make it something important to their character, like a secret they have, or a goal they're pursuing. Basically, you do this will all the players, so that when you introduce the idea of the doppelganger in their midst, they'll think that you must have told someone "you're a doppelganger."</p><p></p><p>Do you trust your players to actually be a doppelganger, or do you just want this to be a trick? If one PC actually is a doppelganger, make sure you think up how the switch would have been made. You don't want to piss off a PC, or worse yet, tell them they're a doppleganger and then have them say they don't want to be. That'll mess with your plans. But even if it is just a trick, make up a few 'clues,' things to make the PCs suspicious of each other.</p><p></p><p>Here's an idea. People trust knowledge more if they have to work to get it. So maybe have the demon casino offer things other than money as prizes. Like, if you win a few hands in poker and get enough 'chips,' you can exchange them for a secret of some sort, or a favor. Have the owner play them in a card game, and if the PCs win, the demon hands over the 'secret' that one of the PCs is a doppelganger. Of course the demon might be lying. And even if the PCs lose, you can always find a different way to give them the information.</p><p></p><p>How do you run a game of cards in D&D? Simple. If it's a game of pure luck, you just make unmodified d20 rolls, and whoever's highest wins, but those are no fun. For a game with some skill, make opposed Intelligence checks. In some rules I've seen there's a skill called Knowledge (gaming and gambling), but your group's not likely to have that. So make opposed Intelligence checks (with a +2 synergy bonus if you have 5 or more ranks of Bluff). Keep track of how much each person wins by, and when once person is ahead by 20 points, they're considered to have won the pot.</p><p></p><p>You can always give the demon a skill bonus to his check, or increase the margin of success needed (the bigger the number, the more 'chips' it represents). You can use this basic idea for lots of different games you'd find at a casino.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1390669, member: 63"] Oh, also, to make the game more fun, pull the different players aside and talk to them in private. Make it something important to their character, like a secret they have, or a goal they're pursuing. Basically, you do this will all the players, so that when you introduce the idea of the doppelganger in their midst, they'll think that you must have told someone "you're a doppelganger." Do you trust your players to actually be a doppelganger, or do you just want this to be a trick? If one PC actually is a doppelganger, make sure you think up how the switch would have been made. You don't want to piss off a PC, or worse yet, tell them they're a doppleganger and then have them say they don't want to be. That'll mess with your plans. But even if it is just a trick, make up a few 'clues,' things to make the PCs suspicious of each other. Here's an idea. People trust knowledge more if they have to work to get it. So maybe have the demon casino offer things other than money as prizes. Like, if you win a few hands in poker and get enough 'chips,' you can exchange them for a secret of some sort, or a favor. Have the owner play them in a card game, and if the PCs win, the demon hands over the 'secret' that one of the PCs is a doppelganger. Of course the demon might be lying. And even if the PCs lose, you can always find a different way to give them the information. How do you run a game of cards in D&D? Simple. If it's a game of pure luck, you just make unmodified d20 rolls, and whoever's highest wins, but those are no fun. For a game with some skill, make opposed Intelligence checks. In some rules I've seen there's a skill called Knowledge (gaming and gambling), but your group's not likely to have that. So make opposed Intelligence checks (with a +2 synergy bonus if you have 5 or more ranks of Bluff). Keep track of how much each person wins by, and when once person is ahead by 20 points, they're considered to have won the pot. You can always give the demon a skill bonus to his check, or increase the margin of success needed (the bigger the number, the more 'chips' it represents). You can use this basic idea for lots of different games you'd find at a casino. [/QUOTE]
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