I'd love to organize an Empire campaign, specifically Imperial Intelligence, where the group plays as an elite cell that takes down threats in the field.
The thing is that one of the players is actually a rebel mole. I don't tell this to any of the players besides the one I choose as the mole. Throughout the campaign I'll leave some small breadcrumbs to let the players know that some odd things are going on. It is then up to the rebel mole to stay hidden as long as possible.
The problem I have atm is that I can't find a way to let the rebel mole sabotage things in secret. If any of you have any ideas I would love to hear them
Need help with my empire mole campaign
My first instinct is
"Don't do it!!!!!"
OKay with that out of the way . . . It's going to be very hard to keep this a total secret but there are some tools that you can use.
1) E-mail. Between games, share e-mails with the Rebel to see what their character does to sabotage the Empire. (Dead drops, clandestine communications, actual acts of sabotage, etc).
2) Pass notes. With everyone. If you set up the campaign so that everyone is provided discrete and classified information, that will help mask the rebel's duplicitous communications.
3) Conflicting Mission Requirements. Couple "passing notes" with this for better effect. Have each player affiliated with a different mentor, division, cell, etc.
For instance, if you have a mission to "Capture a prospective spy" give one of the players a mission to kill the spy, another player the mission to received a secret communique from the spy, and a third party the mission to try to co-opt/recruit the spy, and then tell a fourth player that one of the other operatives is suspected of colluding with the target.
Basically play up the internecine relationship of various Imperial interests (professional as well as personal).
So just a couple of thoughts on that line.
I think it would be more fun to run an Imperial campaign where everyone is working at somewhat crossed purposes, like in Paranoia. They have to complete the mission, but there's interdepartmental rivalry at work, and someone in the group is a Rebel mole, it's almost certain. Except there's no mole. But they all have their dirty little secrets...
17 hours ago, The Grand Falloon said:I think it would be more fun to run an Imperial campaign where everyone is working at somewhat crossed purposes, like in Paranoia. They have to complete the mission, but there's interdepartmental rivalry at work, and someone in the group is a Rebel mole, it's almost certain. Except there's no mole. But they all have their dirty little secrets...
Pitch it as a mole campaign, but don't tell them there isn't a mole (as they've been led to believe). Word from HQ is that there IS one.
I agree, everyone has a dirty secret. One being blackmailed by a hutt over gambling debts, one has a substantial bounty on his head, and one has a secret, forbidden romance, etc... Work it into the backgrounds and obligation.
I ran one shot adventures where Imp PCs had conflicting objective. One was corrupted by Black Sun, another was working secretely for the rebels, third was ISB operative and the fourth was the "normal" one. Same target, but different orders and epic PvP at the end.
They are all moles!!
Email each player privately and swear them to secrecy. When the group receives a mission they get sealed orders separately, allowing you to choose one PC each session for his mole mission. However, the trick will to have that player convince the rest that his/her part is necessary no matter how off it may seem.