evileeyore
Mrrrph
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.
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.