I have an idea for a AoR game that is a little outside my stylistic wheelhouse. I have "swashbuckling" down pat from years of practice but I have never been very good with "paranoia".
The ideas are these: Five players as Imperials with various assignments aboard a Star Destroyer. Each one is told ahead of creation that they want to defect to the Rebel Alliance and that they are the only one with such aspirations when, in fact, they all do. Also, the group will be told that one of the players is a plant from ISB when, in fact, none of them will be.
My question is this: What are some methods that you all have used to effectively build that particular brand of dread and and tension?
Edited by Aluminium Falcon