Playing a traitor?

If I am informed at the beginning of a campaign that it's possible PCs can betray each other, then I am okay with such a game. Another player might be roleplaying a traitor, but knowing that we're going for that kind of realism, I am free to have my character take the kinds of precautions a savvy adventurer would, in an uncertain world.

If I am playing in a game where it's always been assumed that the PCs are on the same side, and then suddenly one night my character is killed by a death attack in the middle of the night, because the watch PC was actually a traitor... I'd most likely leave the game and find another group to play with.

I don't mind playing in a game with inter-party intrigue. I do mind being tricked into thinking I'm playing in a cooperative game, only to then be taken advantage of because of it.
 

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infiltration 101

Here is how to infiltrate:
Set up situation in which PC's family/friend is in trouble. Burst in on the "bad guys" and rescue the family member, and invite them over for lunch, telling them all sorts of whopping stories. Feign disinterest in the PCs mission, or claim you have very pressing interest elsewhere; in other words, hold out for more or make it really hard to be recruited. And, if you're secretly rooting for the good guys, be willing to have fundamental character flaws which lead to mistakes & resulting awkwardness.

Here is my take on what the DM needs to do...

Spend a couple minutes before game having one-on-one secret conversations with each player. Work with each player to create just enough suspicious backstory for their character. Then, once you're finished, begin the adventure with the players finding out there's a double agent among their allies; it could be one of their closest NPC contacts or even one of them!
Their superiors are cautious about what they let the PCs know from then on.
As the PCs each deny being the traitor, they find themselves compelled to conceal damning information about themselves (i.e. backstory) so as to avoid being pegged for something they didn't do. Of course, when it's found out the lengths they went to hide information, they'll be suspected as the traitor!
:mad: For some PCs make it simply a case of wrong place-wrong time, but for others make it a little more nefarious. This is something your PC can use to her advantage, playing the different interests/secrets off each other.

When the moment of betrayal (if it occurs) is upon them, at least they had fair warning! And heck, it was fun trying to figure out who the traitor was too!
 

For me, it depends on the game system to how much fun a character like that is in a group... had a lot of fun with them in Cyberpunk and Shadowrun - but we tended to play paranoid games. Right from the start of the campaign we knew that was how it was going to be. Also fitted in well with the feel of the game.

Had some very bad experiences with it in DnD and Deadlands... one former GM used to have at least 1 backstabbing PC in every single campaign. It got really, really frustrating after a while. :) More personal bad experiences than anything against the idea.


Anyway, that aside, I think a reluctant spy could be a much better way to go: Rather than being a willing servant of Kade, perhaps you were forced into service. Maybe he holds a friend or family member hostage. A magical compulsion. Possibly gave you a magic resistant poison. If you don't get your antidote every X weeks then you're going to die. Of course, the antidote is mixed with a new batch of poison!

If you work with the PCs for a while, you may come to like and even trust them. Could you ever know them well enough to tell them? You can all work together to try and extricate you from Kade's clutches?

It was the only one of the above mentioned GMs villan/PCs that the whole group actually enjoyed!
 

I agree with previous posts that running a traitor in the group is potential for great problems in real life between players. However, with that comment aside, it can be great fun if run correctly. A traitor within the group does add a degree of paranoia within the group both internally and externally. However, this type of game only ever suits particular types of gaming groups.

If the group is used to constant team work and very black and white with its view of good and evil, adding a traitor into the mix without pre-warning does add tension in real life unless the players are pre-warned. If the games tend to be more grey in their view of good and evil, and the gamers don't always play cooperatively, it works well.

Been in both situations and seen it both work and not work. Have to admit, Dnd doesn't tend to be as conducive to traitors within groups. Unsure if its the mentality of the groups I have played DnD with, or the game itself. On the other hand, have played a 7th Sea game which was heavy on the politics and almost every corner there was potential for deception and backstabbing due to the pull of the various political factions within the player group. The group loved the intrigue and infighting!! And at almost every game, someone ended up turning on the group in some way. The only time anyone took it personally was when a couple of players (both a couple in number and in the romantic sense) turned against everyone for no particular reason except gamer grudges.

Lupus
 

My suggestion?

Work with the DM to make sure that your double-agenting is NOT of the "kill your party in their sleep" variety.

Work for a genuine mastermind.

When your boss DOES give you that sort of order, contravene it, or fake your way out of it.

If you're going to steal artifacts or otherwise mess with the plotline, don't just do it and then leave (ie - don't take the artifact and run). Do it and then act suspiciously so the other party members have a chance to catch you.

Use your position to enhance the storyline.
 


Patman21967 said:
Why would you want to even do this? I personally don't like the idea..and I don't know how old you and your fellow gamers are...and the reason I ask is this....If I spent my time creating a character...playing about 20? sessions...fleshing this character out....only to have another player selfishly ruin it...I would be pissed....I'd rather spend that time with family/friends/girlfriend/drinking buddies....etc

Surely one bad session can't totally ruin the fun you had for the previous 20 sessions. For example, say I go hang out with some friends and have a great time one night, then the next day is totally crappy. I don't turn around and say the previous night was crappy too just cause I had a bad day. It doesn't make sense. Not to me atleast.
 

doens't anyone read fantasy books anymore. Some of my favourite books involve a bad guy turning good.

Just remember, if your thinking of turning good, don't just do it for no reason. during the game make notes of nice thing that the party do for your character and things they do to annoy him(her). Any time you end a session and the positives outweigh the negatives, be friendlier with them in the next session.

The paladins (played properly) will protect you from the crfime lord if you confess and repent (probably involving an alignment shift agreed with your dm).

This has the makings of a great time. I think some of the posts on this thread have been over reactions because I don't understand the depth of negative feeling. If you secretly backstab one of the paladins in his sleep, that would be stupid, but if you quietly work against the group, it'll be be more adventurous for them. (think ambushes every time they arrive at a pre planned location, think strange people talking to you in inns, and incomplete explanations from you, think consternation from the paladins as they start to suspect you but get no taint of evil from you).

At some point it will become clear to the players that your character is not what it seems, and from then on it gets really interesting. But to start with you'll be a rogue anyway, so the paladins will probably not trust you from the start.
 

I'ld do it, I've done it, and I've had it done to me. It makes for a great game. A few things I'ld recommend however.

1. Lower your attributes (either use point by or a standard array). If the players find out you have attributes like that and our working for the DM, they are going to think you cheated even if you just rolled well. And that will not help the situation if they don't like the double cross. If you like them ask the DM if you can carry them over to your next character because this one won't last that long.

2. Have an unoffical rule that you won't attempt to kill any of the PC's in their sleep. You might be NE but you have some honour, and would only defend yourself or kill them in a fight. It doesn't make a fun game if the die without being able to do anything about it, and you do have an unfair advantage.

3. Expect to die, if you are playing a traitor hopefully you will eventually be found out, (although you might have to drop some pretty big clues to over come the natural exceptance of PC's that most players have) and then they will kill you. The best you can hope for is for your character to escape and become a thorn in the side of the PC's as a recurring villan played by the DM as an NPC.

4. If you are going for the double agent that switches sides, "won over by the PC's heroism" then a Neutral alignment rather than NE is better suited. But be aware the PC's might well kill your character or throw your character out the party since they can't be trusted, before you have a chance to reform.
 
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Patman21967 said:
....only to have another player selfishly ruin it...

Why do you think it is even remotely selfish? If you play a traitor character you are basically playing a character that is doomed to fail and most likely die at the hands of the other PCs. How is that selfish? :confused:
 

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