[RPG] Is it plausible to have a Player Character play as a villain against the rest of the party

call-of-cthulhucampaign-developmentplayer-charactersplayer-vs-player

If anyone has experience running a game like this, what are some common errors to avoid and tips you would give to a GM embarking on such a campaign?

Specifically I intend to have a 3 PC party with 2 playing as the "heroes" and 1 playing as the "villain". We'll be running BRP with the Call of Cthulhu setting/rules.

I'll need to work with the Villain Player to set up his plans in advance, and he'll also have access to future events in the plot, while also subverting this relationship at certain junctions to make the game a challenge for VP too.

What I'm wondering about at this pre-production stage is:

  • How do I set up a system wherein the Villain Player knows plot points in advance without giving him an unfair advantage over the Hero Players. I want the Villain-Hero relationship to be as dynamic as possible while still having a coherent over-arching narrative.
  • How do I run this game with minimum player segregation – I don't want to have a rotating door system of people walking in and out of the room to play each turn.

But at this point everything's up in the air save for the system we'll be using, the players, and of course the central premise of 2 heroes and 1 villain. As said above, aside form those specific points on the mechanics of the campaign, I'm mostly interested in stories and examples of GMs/DMs/Keepers pulling off a similar campaign and the rules/system they set up to make it organic and interesting.

To further clarify, I'm very much in the early exploratory phases for this campaign so the original question was posted basically as a shot in the dark literally after one of my players suggested the idea(and he feels strongly that it'll work). The group is with long-time friends and we've done some campaigns together before, so trust isn't an issue and we all know eachothers RPGing quirks and tastes very well. Role-Playing, exploration, and mystery solving are our priorities in terms of entertainment gained, with occasional combat to add spice

I'm mostly interested in case-study style anecdotes of how others have managed such campaigns in the past and what helped them make the experience smooth for the PC party and themselves.

Best Answer

I have tried this in two ways in the past. I think of the two, only one will be of use for your objective.

PC Villain in the Group

Create the villain with its player and discuss what their villainous goal actually is. Ensure the player can and will commit to being a villain. Their goal should require the villain to need to be close to or involved with the players to achieve. You will probably want the nature of your villain to be a big revelation at some stage of the campaign, so they need strong hooks to tie them to the heroes, and to tie them to what the heroes are trying to do.

Of course, the heroes will want to achieve a positive outcome in the scenario, while their supposed "friend and fellow hero" is actually trying to ensure a negative outcome. This ensures challenge for each player without necessitating that the players be targetting each other, limiting the sense of mutual dependence, or requiring that the relationship be entirely based on lies.

In truth, the variance between the heroes and the villain might only a slight difference in ideology, the burden of a dark family secret, or the interplay of noble but misguided intentions.

Example:

*Over time the group learns that an ancient prophecy claims a soul-collecting terror from ages past will rise again to plague a small village on the ancestral lands of one of the characters. As they uncover more and more about the prophecy, they realize that the time will soon arrive. They must act now. They become desperate to discover a way to prevent or guard against the soul-collector. Throughout this period, the villain is aware that it was their many times great grandmother which unleashed this foul curse on the village in the first place to spare her own children from the ravages of the soul-collector. If the villain chooses to delve deeper into the lore of the family, they will discover much more about the monster than the heroes, including that it was bound by the family to both stop greater depredations and to extract special favors from it. They can, if they have the will, learn how to bind it, and become tempted by what the being will offer for even a little bit of freedom. They will also learn that if the monster is balked it will come for them, their siblings, and other members of that generation within the family and nothing will be able to stop it. Worse, if they reveal the family secret they will be disowned, the monster will take back all the gifts it provided the family, and it will be set loose to kill indiscriminately. To ice the cake, if the villain chooses to master the rites involved, they can gain direct control of the monster and earn their own, very special favors from it.

The heroes will of course be committed to stopping the creature, and their flawed understanding of the situation will enable the villain, if they stick close to the heroes, to monitor progress and to try to redirect it when necessary to prevent success.*

Requirements

This style of scenario best pits character goal versus character goal, but not character versus character explicitly. It does not need to require that the villain receive lots of useful extra knowledge, nor that they go off for extended periods to plot or take care of things off-screen. Moreover, it allows all the players to play toward a goal of uncertain resolution, rather than forcing one of them to be a glorified NPC just there to trick the players. A great scenario will have lots of conflicting emotions on both sides of the group as the course of events plays out.

Key Points

  • Everyone plays in the scenario, no ringers or PCNPCs
  • Each has a related goal that they may or may not achieve
  • once play starts there is no meta-fiddling with the villain's knowledge or activities
  • the heroes may remain focused on ending the threat little knowing they have a viper in their midst
  • the villain has the burden of keeping their secret agenda of foiling the goal of the heroes without getting caught

At the end, there is a chance for a dramatic conclusion when the duplicity of the villain ultimately comes to light. If the bonds between all the PCs are tight, the heroes may even be swayed to the villain's side...

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