Two parties at odds

Had a DM once who wanted me in his game but I couldn't be there on game days. He also had difficulty setting up the party to take falls. So he asked me to come and play a few times, and then betray the party and become an 'Adversary' (GURPS term for the AsstGM who runs teh villians). I would play earlier in the week and then based off what I did the party (who where chasing me) would have to face what I had done. It ran fairly well, eventually the party caught and killed the character I was playing, I made a new character and joined them. Their only gripe was they thought I was getting unfair information about them from the DM. I wasn't, I was just craftier than they were.

For instance whilst being chased (I had a few days head start), I came across a small village. I managed to kill a few people and raise them as zombies (I played a clerical necromancer). Within one day the town had been killed and raised. All except a very small number that I left huddled at the top of a watch tower, with zombies at the base. So the party (now hot on my trail) comes across this small out-of-the-way town. What are their options? Ignore the town and move on? Or try to kill all those zombies with no cleric? (as a side note at this time the cleric of the party had died)

They cried foul, thinking the DM had informed me that the cleric had died. Of course I knew, I had arranged for his death!



Anyway the whole reason the game worked so well: I never interacted with the party directly (well except for the begining and the end parts). I always arranged things through intermediaries.

The party actually enjoyed the game that much more. I was an intelligent enemy that remained in shadows (aside from the fact that they knew who I was, and was directly hunting me, that is). Occasionally I got respites, and managed to engage in social engineering to further my cause, but over all the character was destined to die. The DM actually eventually forced the show down. He hadn't expected the adversary to last for so long (6 months of weekly play, 1 year game time) or to drag the party so far off course from the campiagn (from the Northern Province all the way to Geoff), but he enjoyed it as well.
 

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Barcode said:
Heya,

I was curious as to whether anyone (outside the "Head of Vecna" party) has tried running two groups within the same world, but on opposing sides, or at least rivals. I was thinking of running Spycraft, but rather than run my usual group of six, I thought it might be fun to split them and run two groups of three working for different factions within a fragmenting agency.

Whatcha think? Any problems outside the fact that it would be almost twice as much work?

-B-

This summer, we are organizing a one-week-long one-shot campaign with some friends. We will have two groups, each with one GM and, of course, PCs on both sides. Did I mention that each player would have a character in each group ? :)

Last year, we have played a more classical campaign, with two sides (Order and Chaos), and only one character per player. Well... there were not many survivors in the end.

BRY,
YA
 
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I would play earlier in the week and then based off what I did the party (who where chasing me) would have to face what I had done.

Sounds excellent. What was your villainous goal?

Their only gripe was they thought I was getting unfair information about them from the DM. I wasn't, I was just craftier than they were....They cried foul, thinking the DM had informed me that the cleric had died. Of course I knew, I had arranged for his death!

Playing the crafty evil guy -- with the kid gloves off -- sounds like a lot of fun!
 

Re: Re: Two parties at odds

This summer, we are organizing a one-week-long one-shot campaign with some friends. We will have two groups, each with one GM and, of course, PCs on both sides. Did I mention that each player would have a character in each group ? :)

Huh? Each player plays a character on each of the opposing teams? How's that supposed to work?
 

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