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Playing a traitor?
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<blockquote data-quote="1upus" data-source="post: 1843472" data-attributes="member: 19649"><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Lupus</p></blockquote><p></p>
[QUOTE="1upus, post: 1843472, member: 19649"] 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 [/QUOTE]
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