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Post by mcr on Mar 11, 2020 2:36:09 GMT -5
Just curious what your general thoughts are whether a PBP game would work with a traitor mechanic where one or more players is randomly assigned a secret objective that runs counter to the general objectives of the group. Somewhat used in Paranoia but I think more frequently in more traditional board games.
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Post by andyman on Mar 12, 2020 21:24:06 GMT -5
I think it would work great.
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Post by Gris on Mar 13, 2020 5:06:00 GMT -5
I quite like it in a number of board games I've played (Shadows Over Camelot, Salem 1692, Dead of Winter, Nemesis, New Angeles...) even if I didn't end loving some of those games. On PBP games it could work if it's some kind of short adventure, maybe, although I have tried it a couple times in tabletop rpg and it didn't quite click. The reason for it is that it either didn't have enough of an impact to warrant the hassle or it was so prevalent that the rest of the plot and character interactions were governed by it.
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Post by Dhark on Mar 20, 2020 15:28:16 GMT -5
What do you mean by “MECHANIC”?
Invariably, especially in Marvel based games... players tend to work such possibilities into their backstories and challenges already. Such instances of potential/actual/misperceived betrayals tend to unfold organically accordingly from what I’ve seen. Some PC’s can come back from, others... not so much. DK has a solid track record for playing up such RP drama accordingly. Those NeXt games were riddled with them!
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