Seeking a little DM advice

I Like Eric Noah's idea.

I think you have to remember that while on the surface it sounds like a really good plot twist, you have to remember where it is going and leading to. You are effectively foisting one party member against the others. Worse, if he succeeds, you have killed and then alienated most of the group - unless they can appreciate the plot twist. However, I think it best if the PC's thwart the Assassin and Eric Noah's suggestion fits in nicely with this.

Best Regards
Herremann the Wise
 

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I ran a one-shot during GenCon a few years back from my regular game group with this same premise. I actually selected the cop (in real life) to be the traitor/assassin as I knew he would be the least likely to be suspected by the group (plays Paladins and Clerics mostly).

Anyway, I scripted the adventure so that every PC in the party had an opportunity at one point or another to expose him as the traitor. I knew this would be tricky, as it could ruin the surprise before it was launched (the traitor/assassin handing the party over the BBEG at the end) but I thought it gave the party (at least in retrospect) control over their situation. Several of the party members came close, but due to so great role-playing by the traitor/assassin, he managed to stay under cover! Those were actually the best parts of the whole adventure! And even though he didn't end up handing over the whole party to the BBEG at the end (he did take down the party's wizard, however) in the end, the whole group had a great time. The group still talks about that game to this date.

I think if done correctly, this type of twist in your game can add a lot of value. I understand your concern about approaching and "selling" the idea to the individual playing the traitor. My only recommendation would be to offer them something in exchange for playing the character (such as extra XP, a minor magical item, etc.) The rest of the group shouldn't see it as anything different than giving something to a player that does a write-up for the adventure or maps out every dungeon the party adventures in.
 

On approaching the PC about this role: Just tell him that you have a job that needs careful RP, that you think he would be the best one to do it, and that it may put him at odds with the other characters if he does it well. I'll bet he jumps right on board... I know my players do in this type of situation (well, the ones I would pick for such an assignment anyway)

On what to do about it screwing the campaign if he assassinates them: You have a couple of options here. You can give enough hints that the other players foil the 'mole', as long as he has fun doing that, he can go to another character at that point (perhaps using Eric Noah's excellent suggestion).

Another option is to have the assassin/mole expose himself after a while. You could make the 'mole' either a reluctant spy/assassin ('they have my kid sister. I don't have anything against these guys, but I have to do what I have to do') or have him find out that his real boss has something else up his sleeve, and maybe now is the time to switch sides. Either scenario here has the option for the spy character to be 'redeemed' so to speak, possibly after having caused havoc and harm to the party. Can he now adventure with these newfound 'friends' after screwing them for months? Will they ever trust him again? A great RP opportunity if ever there was one ;)
 

Thank you all for the input. My plan is not for him to do a TPK, I was thinking more along the lines of killing one character two at the most, either directly or indirectly, ie not making an atempt at saving one of them. I like Eric's idea and I think I will be giong with that. I would them have them seek vengence on the assassin while all the while leading them to the BBEG.

Eric's idea would also take care of the PC assassin playing solo. I take over the assassin being hunted while the player takes back his character being the hunter.
 

Shucks, I was going to suggest the "assassin/spy has a change of heart" idea.

Typically when I recall this sort of thing happening in books, the change of heart happens after the spy betrays the heroes who are then captured. Then the spy learns X which causes him to change his mind - cue an escape from prison scenario from the evil villain's stronghold or whereever they are, before the heroes can be executed. Ok, it's cliche, but it could be fun.

Eric's idea is pretty cool though!
 
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Well that could be a possibility the BBEG could turn on the assassin for bringing the party to him to soon and for failing to destroy the whole party in the first place.
 

Played a Vampire game a while back where I had a hidden assasin concept, an Assimite, kept that nicely hidden. Had a mark on one of the players, but had to find some things out before killing him.
 

If he's a true mole or agent, than the player doesn't even have to know that he's an assassin. When it happens, you let the player know and wham! Get to fighting.

As far as the character staying in the party, that's kind of a no-brainer. What I would do is recommend a character tree for this character where you ask him about some other types of characters he'd like to try in the future and introduce rumors about that other character as the party is progressing. That way when you do introduce the new character for the player, it's not a total suprirse and the party knows a little about him.

The only thing to worry about is 'real' world feelings. It took two friends of mine over a year to get over a difference when playing an 'evil' campaign as one player wiped out the others (which was the goal after all) but the other player felt that he should've been the grand marshal.
 

I have seen this sort of player conflict destroy several campaigns.

I think it can be done, but I think you should avoid player vs. player secrets.

So, if you are going to do something like this, I would recommend letting every player know OOC even if their character doesn't know what's going on IC. The fact that the player knows what is going on will help keep the player vs. player conflict from developing, even if a IC character vs. character conflict develops.

Taelorn76 said:
Here is my dilemma once I approach him with this idea
1. If he refuses, I would have to scrap this plot twist because he would know to expect it sometime down the line.
2. If he accepts and carries out his mission or fails in his mission he is out of the group. I doubt that they would keep him in the group, let alone let him live.
 

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