[RPG] How to secretly talk to one of the players while DM’ing

group-dynamicsmetagamingsystem-agnostic

To cut it short, the players (it's a 3 people party) are in some kind of a Secret Service of a rebel prince who wants the throne. One of my players is working for the current king secretly, feeding him info, sabotaging the missions he gets from the rebel prince (like accidentally shooting a VIP he is supposed to protect), etc. The other two doesn't know about it both in-game and out-game.

We use the bathroom when I have to tell a player something secret. But if this player keeps playing the double agent for longer, I will be spending half of the game in the bathroom and the other players will get paranoid and these guys just can't stop themselves from metagaming. I mean, imagine 4 people (3 PC and 1 NPC) sleeping in a room and waking up with the NPC dead. You would be suspicious of the guy that DM always secretly talks to, right? I know the players will eventually find out, but I want to keep it secret as long as I can.

Whad'ya suggest? Can't think of anything myself, other than learning telepathy. Just give up and give a lecture on the evils of metagaming maybe? I thought about making up an excuse to talk to all players in the bathroom during stuff like the assassination example above so everyone will be suspicious of each other but it sounds like too much hurdle.

Please note that 2 of my players are Evil and all of them have things that they keep secret from each other, which leads to a lot of bathroom-talks.

Best Answer

I thought about making up an excuse to talk to all players in the bathroom during stuff like the assassination example above so everyone will be suspicious of each other but it sounds like too much hurdle.

Unfortunately, that's your answer.

Metagaming in this case isn't going to be deliberate, but it's going to be hard to avoid. If you constantly talk to one player and one player only, even perfectly honest players trying not to metagame are going to have a difficult time not seeing suspicious activity in anything that one player does. It's human nature. The biggest danger of it is that you give a metagaming speech and the players over-compensate by ignoring suspicious activity so to avoid the perception of metagaming.

The only way to avoid it is to either not talk to that player so often at sessions (by talking between sessions and letting the player improv as needed during sessions), or by talking to everyone so they have no reason to suspect any one person over another.

Example from my campaign

I recently ran a session with my players that was a peace negotiation. Everybody was playing an ambassador for one city (or nation), except one (he was playing his own character, as the host of the session). Every nation wanted something out of the negotiation. One of them wanted to see the whole thing fail. In order to ensure that nobody knew who that person was, I wrote half-page notes for every single player and handed them out at the start of the session.

The troublemaker knew who he was (because his note said so), but everybody had notes so nobody knew who was getting different instructions from everyone else.

Is that more work? Yes, absolutely. It was a lot of work. But it was a big success.

Other Tricks

If everybody has a phone or tablet at the table, you can exchange chat messages. If you do it rarely enough, it won't be overly noticeable. Doing it too frequently will make it obvious who you're talking to.

If you have one player come early, you can talk to that player before anybody else shows up. People don't arrive at the same time for games typically, so that's not overly suspicious.

You can hand the relevant player a note at the table with important information, at the time. But again, you'll have to do this with every player from time to time so it seems normal. I've done this with cases where one party member notices something odd that they might not want to share right away (like if only they hear a weird noise or think someone's lying).