Deals With Devils - Treachery In Traveller

Has anyone run a game where they turned traitor on the force they were loyal to? Like a Tvarchedle' who defects to the Imperium out of horror and revulsion at the kinds of things he is forced to do to the citizens, or an Imperial who finds the Arden Federation's offers too good to resist?

Has anyone played a fifth columnist, a mole working within a group of otherwise loyal players but taking orders from the enemy they are fighting against?
 
Had the reverse pulled on a character of mine.

He was loyal to the Imperium and due to politics and being at the wrong place at the wrong time, the Imperium listed him as a traitor.

It took almost a decade of his life (in game) before he was proven to not be a traitor.

Dave Chase
 
alex_greene said:
Has anyone run a game where they turned traitor on the force they were loyal to? Like a Tvarchedle' who defects to the Imperium out of horror and revulsion at the kinds of things he is forced to do to the citizens, or an Imperial who finds the Arden Federation's offers too good to resist?

I’ve run scenarios where, mid-point through, the characters realize the quest is not a noble one worth pursuing, that their mission is actually a harmful one. The thing they're supposed to get should not be in the hands of the party that's paying them to get it. It sets up some interesting character development as they decide which way to go on it. Each choice has its own rewards for players.

Also gives them permission to fail, which I don’t think gets nearly enough attention in many games.

Has anyone played a fifth columnist, a mole working within a group of otherwise loyal players but taking orders from the enemy they are fighting against?

In my experience, this doesn’t often work out well. There’s always a risk in any game where one player will decide to go off the reservation, be an ass to a Noble or Patron, threaten That Which Should Not Be Threatened, pull a switch they know may be fatal. Never much fun to be on the receiving end of that, and it has real potential to permanently spoil a team.

Better, I think, is to give each player some secret subtext, something of their own they must pursue, and covertly reward them for that if achieved.
 
alex_greene said:
Has anyone run a game where they turned traitor on the force they were loyal to?
We once played a mercenary campaign where the mercenaries had
to realize that they were fighting for the bad guys, and decided to
switch sides and join their previous enemies against their previous
employers.
Has anyone played a fifth columnist, a mole working within a group of otherwise loyal players but taking orders from the enemy they are fighting against?
I would dislike to encourage a player to work against the other mem-
bers of the group, for my taste this has too much potential to ruin a
campaign.
 
Treachery/treason between players does not work too well as eventually there will be a confrontation if they are playing true to their characters. Unless they are all on the same side.

Ran a game where the characters were at the 1116 assassination. I had the ship they were on mis-jump the 36 parsecs closer to the Rim first jump out (plot device ya). So they had advanced knowledge! Who would benefit from such knowledge?

Out of 6 characters, one was Aslan ihatei, one was a "secret" Sol-Sec Agent. My bad. I won't be doing that again.
 
Has anyone played a fifth columnist, a mole working within a group of otherwise loyal players but taking orders from the enemy they are fighting against?

Agreed - this can be difficult to do right.
You never want one of your players to be actively trying to sabotage the other's main goal* as this just leads to ill-feeling.
The way we've managed to do this and strike a happy medium in some games is as suggested in FF's Black Crusade - essentially a common primary objective but some optional personal objectives which are different for each player and may be mutually contradictory.

e.g. In Pirates of Drinax you're trying to set up an imperial trade convoy by feeding doctored jump data so the merchants end up in a different location to the warships, leading to much looting and yelling of "yaar!". This is the primary objective, common to everyone, and makes sure that betrayals and conspiracy don't get too far out of hand or have someone trying to make them fail deliberately.

However, secondary objectives might be different - one player may have done a deal on the quiet to ensure ship X in the convoy isn't attacked (and must ensure that the proportion of the convoy the others get time to loot doesn't include it) whilst a 'rival' might want to sell the location to some less successful pirates to let them scavange the scraps from the attack, others may take the opportunity to frame someone in the escort fleet for doing the data doctoring, and may have different personal desires as to who to replace them with if they can.

The one time it can be interesting is - if the players are friends - to do a "hostage situation" type scenario where one player is actively trying to sabotage the other players efforts because he has no choice. The thing held hostage should be something equally important to all parties - ideally, the ship and/or the other players. Something akin to a 'there's a bomb on your ship, it's controlled by an intellect programme on your ship's computer and it's wired into all the internal sensors - if you don't do what I say or tell anyone then 'boom' and goodnight vienna' type threat. Make sure there is a good way for the other players to figure out what's going on, though!


* Obviously this doesn't apply to paranoia, where all the players are plotting against everyone else, and their employer, all the time. Friend Computer is watching you.
 
alex_greene said:
Has anyone played a fifth columnist, a mole working within a group of otherwise loyal players but taking orders from the enemy they are fighting against?

I've had a player act in that way.
 
ShawnDriscoll said:
alex_greene said:
Has anyone played a fifth columnist, a mole working within a group of otherwise loyal players but taking orders from the enemy they are fighting against?

I've had a player act in that way.
The ending of that sentence sounded rather ... abrupt.

I take it the player character's ending was just as ... abrupt? :D
 
The player wanted his character to cause problems with the group, him being a Rogue. He was stealing things from other characters on board the ship. He was not being honest about his past with other characters. The other players did not know any of this was going on. They started going cabin fever against each other on the ship during jump space. It was all great drama in tight quarters.
 
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