The Thing, 1982 |
The Ringer: Brief the players for the scenario, then hand out
pre-gens; one of the pre-gens contradicts the briefing however and informs the
player that their character is just a façade, since they are really playing the
monster. The ringer is created in the same way as any other PC, but with an
agenda that includes the death and/or torment of the others. Make sure you give
the ringer to a player with a good poker face who is comfortable with
pro-active role-playing; with this technique, I have seen three different
players take on the same ringer in three very different ways.
- Patient: Waited for players to put their characters in jeopardy and took advantage of the situation; none of the players knew anything was up until the last half-hour of the game.
- Subtle: Made use of the ringer’s façade to isolate other characters one by one and put pressure on them, so they turned on each other.
- Monstrous: Immediately started isolating characters and endangering them; everyone knew something was up, but as it wasn't what they expected, they largely ignored it.
The hard part about this technique when GMing is not
accidentally giving the game away; keep a briefing sheet in front of you with
all the PCs agendas on it, including any false agenda’s pursued by the ringer,
as well as their true agenda. Refer to your briefing frequently in regards to
all the PCs, even if you don’t have to, and avoid giving the ringer any special
attention beyond the support needed to threaten the other PCs.
The Traitor: Brief the players on the scenario or ask them to
collaborate in creating one, but also ask one of the players to take on the
role of the monster! All players can collaborate on deciding the traitor
player’s agenda and suggest suitable attributes & specialisations, but the
traitor is a regular PC during play, whose agenda is the major threat facing
the other PCs. This can be played as above, with the players keeping their
out-of-character knowledge from affecting their character’s actions, or the
nature of the traitor can be known from the start, making it a game of cat
& mouse for most of the session.
The
monster PC in these cases usually has a strong home ground advantage and can
freely narrate whatever locations or environmental conditions best suit their
ploys; as GM, I let that PC frame their own scenes more often and don’t
interfere in them too much, but add pressure to any scenes they are absent from
to keep the other players on their toes. If the human PCs all put aside their
differences and co-operate, they can probably overwhelm the monster PC pretty
quickly, so I keep feeding them reasons not to trust each other and encourage
them to ignore the immediate threat in pursuit of their own agendas.
In
addition to the above, here are two gimmicks you can try; you can also use
these to turn a GM-as-monster game into a player-as-monster game half-way
through, but it would only be fair to warn players of the potential for this to
happen.
Possessors: Ghosts, parasites and evil psychics can use a PC to
carry out their bidding; prepare a set of index cards, writing on one a potted
monster PC description, focussing on their agenda. At an appropriate point in
the game (e.g. at the very start of the game or during a séance) hand out one
card to each player; whoever gets dealt the monster is now playing that agenda.
Any player can engage any other player in a conflict to swap cards; if they win
the conflict, they swap cards with the loser and take one Survival point from
them, adding it to their own Survival points. That should give plenty of
incentive for everyone to do so, which of course throws suspicion on both
players involved in a swap. It also present the players with the challenge of
pinning the monster down in one body for long enough to kill it.
Infectors: Zombies, vampires and sentient diseases can all
convert any number of humans into fellow monsters; using a variation of the
above gimmick, players retain the monster’s agenda even after passing the card
to another player. Depending on the monster type, the conflict required to
infect another PC may require violence or physical intimacy; players should
retain the option of still pursuing the regular agendas of their PC, but as
their Survival points diminish, the monster should come more to the fore. The
endgame here is all about defeating an ever growing army of monsters before
they overwhelm the remaining humans... or before the humans join them.
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