Fostering Distrust Among PCs


Strange Aeons


Planning on running this AP soon and had an idea I wanted some feedback on from other GMs.

I was thinking before or after the cold-open dream scene, I would show my players two index cards: one would say, "You are not a doppelganger", the other would say "You are secretly a doppelganger." I would tell them that I have a card for each player, but only one doppelganger card. Then I would shuffle them behind the screen and pass them out, then take them back from the players one at a time and make a show of 'noting' their status. I tell the players not to share what their card said out of game, and that the doppelganger will receive instructions after the first session.

The trick is, while shuffling I remove the doppelganger card and replace it with one of the others, so ALL the players' cards say "You are not a doppelganger." But the effect should lead them questioning their allies in-game and out. I'd reveal the deception after the first module.

Thoughts?


My first reaction is to ask why.

But, I'm admittedly not very familiar with the genre, so I won't.

It seems like a decent idea, at least you're taking the card out.

They'll probably compare notes so I'm not sure if you'll keep it up through the whole first book. :-)


You will get people's hackles up just by "suggesting" that they are not in full control of their character. Even though no one is a doppelganger people will get pissed off that their character might not be theirs any more by random chance.

You could have cards that instead imply things about other characters.

"Since jo shmo came back from watch last night he seems somewhat off to you" and such. It will imply sonething fishy. But never take away or suggest taking away character autonomy


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Captain Yesterday:
As to why,the first part of the module where the chapel survivors question whether the PCs are doppelgangers or not reminded me of "John Carpenter's The Thing", and I sort of wanted to evoke that feeling of paranoia, although I understand that's not the entire point of the adventure. I agree that my players will probably end up spilling the secret to each other, though.

J4RH34D:
I would normally be in total agreement about player autonomy, but this AP seemed like it may be okay considering the fugue state will already divorce players from characters' past choices slightly. I don't know, you may be right, maybe its too much.

Maybe it would be better to just play up the distrust NPCs have for the players and each other, so that the players are reminded their characters have a strong reason to distrust everyone. And if a doppelganger escapes one of the fights, be sure that it will be replacing one of the chapel survivors.

I like the idea about giving notes to foment distrust. Its a lot simpler, to be sure.

Thank you both for your replies!


you can also have a reliable source suggest the one of the players will betray the others;

Dark Archive

Pathfinder Adventure Path Subscriber

Sure, the characters and players can say "no, I'm not a doppelganger, I'm a real person." But then, isn't that exactly what a doppelganger would say?

I'm thinking about stealing this for my game when I get there.


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If you want to get the PCs clawing at each other's hackles, and looking over their shoulders constantly, here's my suggestion...

The first time a PC experiences a Nightmare within the walls of the Briarstone Asylum, add the following to the list of visions.

"The PC selected awakens in an unfamiliar area of the Asylum, in the middle of violent struggle. Just as the combat begins to feel won, the PCs feel a sharp, burning pain piercing through their back, into their lung, forcing them to gasp as they choke for air through their own blood, seeping into their lungs. They slump to the cold stone floor, and the last thing they see is a randomly generated PC standing over them, rapier in hand, dripping blood, eyes glowing a sickly yellow..."

If you wanna make it super fun, give every PC the exact same vision with the same PC acting as the betrayer. Then, when it comes for that PC to take their sleep... They're still the betrayer! Keep notes, so you can keep details of this fantasy combat consistent along each vision. For best effects, pick a major combat you plan on running later in the module, or later on in the AP. As soon as the PCs begin to recognize the environment, and their enemies, you know they'll be flipping their lids.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My players were completely paranoid that the others were doplegangers, which was further reinforced when one of them died and turned out to be a doppelganger and the "real" pc was in the next room.


J4RH34D wrote:
You will get people's hackles up just by "suggesting" that they are not in full control of their character. Even though no one is a doppelganger people will get pissed off that their character might not be theirs any more by random chance.

This really depends on your player base so I wouldn't discount the idea automatically. There are a lot of players that wouldn't like that, absolutely, but pretty much all of the players I've gamed with would be cool with it so long as it just meant their PC would be tied up somewhere and could come into the game later on.

If you do have players who like to have complete control, rather than randomly assign it (or fake randomly assign it), just tell them that you've pre-organised with one player to have them run a doppelganger. You get the same kind of benefit but the players know everyone has complete control and that nothing was up to random chance.

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