D&D 5E 'The Thing' Inspired Rime of the Frostmaiden Has Player Secrets [Updated]

Made popular in boardgames, such as Battlestar Galactica, the idea of players with secrets can increase the tension of games. Rime of the Frostmaiden introduces 'character secrets'.

thing_poster.jpg

“I think the most interesting part [of Rime of the Frostmaiden] is the character secrets... characters can play it one of two ways. They can keep their secret close to their chest and not reveal it to the other players, fostering and breeding paranoia, or they can reveal it anytime they want to, and then wrestle with the consequences of it. That’s left entirely up to the players.”
- WotC's Chris Perkins​


It's not clear if it's a full-fledged traitor mechanic like in some other games, or just an extension of the traits/bonds/flaws guidelines.

UPDATE -- this post (below) has some more information from EN Worlder ikj. "It's a card you can draw at character creation. If you like it you keep it. If you don't you can take another. I don't get the impression it's a 'traitor mechanic' so much as a way to add some interesting twists to character interactions and add some tie-ins with the plot."

In other news, the adventure is very inspired by John Carpenter's The Thing.

The Thing is a story about an isolated group of people dealing with a monster in their midst, and much of the movie takes place at night. If you take that idea and apply it to a D&D campaign, there’s lot of potential there,” he said over email. “When your setting is a cold, dark, isolated place, the horror comes easily. I was struck by the fact that our previous excursions to Icewind Dale didn’t really lean in that direction, so here was a chance to show Icewind Dale in a different light.”


From Venturebeat.
 

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I think it’s SOUNDS awesome. But I’m worried it’ll be watered down—like the adventure plays the same way WITHOUT it. Secrets that is.

players in my campaigns interact with NPCs, I hand them a card with what they learn. Players drive the pace of the reveal. And nobody is so stupid as to notice that when someone says; “Garylmyr says he can help us but for a price”...they mayreally have received a card from me that says “I don’t know who murdered the dwarf”. Generally people play it straight, but I see the wheels turning...

THAT’S what I want from a mechanic where a player has a secret. They have a legitimate option on how much to reveal, when, and whether they’ll introduce misdirection.

I’ll be looking forward to more info on how this unfolds—but it could be bold if it’s not a take-it-or-leave-it mechanic.
 

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