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Croaker's avatar

Alien RPG does short campaigns where everyone has a hidden agenda. In my opinion, the key to these in a TTRPGs is to ensure everyone 'seems' to have the combined mission at heart, at least at the start. Then maybe at the half way mark, it becomes clear certain players have alternative motivations.

In the three scenarios I've ran, two ended with characters killing each other. Which sounds dramatic and horrible but was good fun.

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William Sky's avatar

Hidden traitor games are great fun as board games. The safe space to lie outrageously to your friends is very appealing. In TTRPGs, I'm not a huge fan of any PvP, so having a hidden traitor is something I generally avoid. For me, RPGs are about telling a shared story, in which collaboration between players and the GM is vital, so having players (rather than just their characters) at cross-purposes is going to make that process difficult. And I think that's a reason why hidden traitor mechanics are limited in TTRPGs - the players end up motivated to win the game rather than have fun role-playing. It's hard to avoid metagaming or stay in character when that will mean you lose.

That's why focusing on individual hidden objectives is perhaps the better approach. Instead of it being a situation where some players win and the others lose, each player has the opportunity to "win". You could have objectives conflict: "destroy the generator" vs. "protect the generator", but the players are unaware that someone else has that conflicting objective.

Really interesting article on a fascinating topic!

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