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Playing a traitor?
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<blockquote data-quote="Numion" data-source="post: 1845685" data-attributes="member: 124"><p>I see a fundamental problem with the secret identity / traitor PCs.</p><p></p><p>As I see it, adventurer groups somehow seem to know when to accept a new member to their group. Shortly after a comrade has fallen they happen on a replacement of roughly equivalent competence level. The new acquitance may even surprisingly know facts only privy to the dead member, and in strange cases the new member may even try to collect the dead characters debts! The new member is usually accepted with little scrutiny, guided by something called the PC Halo. PC groups just know some members of the public to be inherently more trustworthy than others. They recognize PCs among NPCs. (I once even witnessed a new member coming to defence (and lie for them to boot!) of apparent murderers, 5 minutes after meeting them!).</p><p></p><p>If an NPC tried to be included in the group there would be a higher level of suspicion. Not so with another PC. And there is the problem IMO. Playing a traitor PC takes advantage of the inherent nature of the game. It's too easy. Deep cover PCs are accepted for far longer than would be in reality. Player can explain what the PC can not. </p><p></p><p>In short, it's no something the game is designed for, nor works best for.</p></blockquote><p></p>
[QUOTE="Numion, post: 1845685, member: 124"] I see a fundamental problem with the secret identity / traitor PCs. As I see it, adventurer groups somehow seem to know when to accept a new member to their group. Shortly after a comrade has fallen they happen on a replacement of roughly equivalent competence level. The new acquitance may even surprisingly know facts only privy to the dead member, and in strange cases the new member may even try to collect the dead characters debts! The new member is usually accepted with little scrutiny, guided by something called the PC Halo. PC groups just know some members of the public to be inherently more trustworthy than others. They recognize PCs among NPCs. (I once even witnessed a new member coming to defence (and lie for them to boot!) of apparent murderers, 5 minutes after meeting them!). If an NPC tried to be included in the group there would be a higher level of suspicion. Not so with another PC. And there is the problem IMO. Playing a traitor PC takes advantage of the inherent nature of the game. It's too easy. Deep cover PCs are accepted for far longer than would be in reality. Player can explain what the PC can not. In short, it's no something the game is designed for, nor works best for. [/QUOTE]
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