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<blockquote data-quote="mac1504" data-source="post: 1364102" data-attributes="member: 774"><p>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). </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="mac1504, post: 1364102, member: 774"] 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. [/QUOTE]
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