Reply to comment

 

This is a fun article, and the campaign on which it is based seems to have been similarly fun and well-constructed.

To amplify the words of bluegirl, I would caution GMs who have sensitive or inexperienced players not to interfere too much with party solidarity.

Personally, I have enjoyed giving the PCs various purposes that sometimes run contrary to each other. The problem is that it's a delicate balance; once PCs stop trusting each other, the party becomes a grim little group. I have yet to meet the person, good roleplayer or otherwise, who can wholly divide in-game antagonism from out-of-game relationships.

Also note that the "party infiltrator" tactic is much easier in some game settings than in others. In a world where mind-reading exists, spies must take extra precautions to maintain their identities. This necessity may force the GM to perform some credibility-straining maneuvers to keep an infiltrator in place.

I think this article is good for groups that know and trust each other, and that have developed a certain level of compacency. Used in that context, I think the idea of the party infiltrator is very appropriate indeed.

Reply

The content of this field is kept private and will not be shown publicly.
  • Web page addresses and e-mail addresses turn into links automatically.
  • Allowed HTML tags: <a> <em> <strong> <cite> <code> <ul> <ol> <li> <dl> <dt> <dd>
  • Lines and paragraphs break automatically.