Modular Traitors? (Possible spoilers)

By Raithnor, in Star Wars: Age of Rebellion RPG

Possible Spoilers for Onslaught at Arda I

So I recent got Arda I partly for the mass combat rules, and partly for material and ideas.

Reading it though, I have to wonder if "This guy is the traitor" is the best way to go for an adventure scenario. I realize metagaming is severely frowned upon, but it seems a little limted in replay-ability.

Has anyone run Arda I in such a way that the Traitor was someone else to keep the adventure fresh? My own though was to add two extra "suspects" in roughly the same position as the main traitor playing a shell game with them. The idea would be each "main suspect" has a roughly equal chance of being the traitor and the traitor basically inherits the "original" traitor's backstory. The other two would be from the same planet and subject to similar events, but only on the surface. Basically, I pick one of the three at random at the beginning of the adventure to be the traitor.

I got the idea from a play I saw many years ago. It was basically a murder mystery and they took audience votes as to who did it at different points in the play. Based on the audience votes the person who received the most was the murderer. Which means they had to rehearse and be able to perform one of three ending. I'm just wondering from an adventure design standpoint if it would be better to have a rotating "villain". Or if the actually process of "discovering" the villain is incidental because "the traitor gets away when they notice the PCs are onto them".

A couple of ideas.

1) Kill off the original traitor during the attack on the base.

Leave evidence to make him the traitor THEN have a rebel cell go quiet after moving a couple of groups of survivors to safety making sure your PCs are one of those groups then stage a mock attack on the other group to frame the PCs!

Nothing would work better to have a red herring in the mix, and having the true traitor be either a recruit the original traitor helped join or the fact a superior actually set up the whole thing to allow a scheme of theirs a better chance of success...

Who knows maybe you're dealing with twins or someone replaced another recruit only the original traitor realised wasn't who they were supposed to be?

2) Remember the adventure where the rebels were passed some reprogrammed droids?

Now instead of running amok one has a built in safeguard overriding its core long enough for it to add an encrypted transmission into whatever broadcasting system the rebels have available.

It isn't on long enough to lock onto by Rebels but provides enough Intel for the ISB to work on...

3) The traitor comes to the PCs for help.

He reveals the Imps have kidnapped their relation and are trying to blackmail him, this takes place either before or after Adan base is hit could even be the reason the PCs weren't there.

The important part is that if they rescue the captive they learn the traitor wasn't lying the important part is that they didn't reveal the base's location meaning someone else arranged the kidnapping to throw the rebels off their trail.

Or maybe the kidnapping was intended to do that and the relation they rescued is an undercover ISB Agent...