omegaghost
2019-11-07, 11:34 AM
Last week I posted the same thing in general roleplaying forum, but even though it was viewed more than a hundred times only one person answered. So I decided to post it here instead, in the sub-forum of the relevant system.
So me and the boys were chilling out in our usual group chat the other day having nothing to do and some spare time on the weekend. We were trying to find a tabletop game to play together that everyone would like, and one guy was like "it would be cool if we ran some D&D dungeon for a couple of hours just for lulz" (we're D&D 3.5). But I as a DM didn't have anything up my sleeve at the moment so we all just shrugged, moved on and ended up playing "saboteur".
Later I was thinking about maybe coming up with or finding a bunch of 4-6 hour modules for D&D to have at the ready on weekend evenings like this. Not necessarily just a "kill stuff get loot" type of thing, maybe some social stuff too. And then it struck me. In "saboteur" you are given a random role, only you know your role and your goal might be different from others (that's a common thing in many games: mafia, bang, secret Hitler, etc.). Wouldn't it be fun to have this same premise in a D&D game or any other TTRPG? Player would pick a character and have a goal assigned to him. Player won't know other player's goals and would have to bluff and negotiate with others to get what he wants.
So with this I've got a couple of questions:
1. Has anyone here ever tried something similar?
2. If you DM'd it - how did you go about setting the whole thing up? If you participated as a player - how did it go and was it fun? If you didn't - how would you expect it to look?
3. Would it even be viable to set this kind of stuff up in 3.x?
A fellow playgrounder suggested one-shot runs of Tomb of Horrors where people would compete in who can get the furthest. But that's not really what I'm talking about here, and my players aren't usually experienced enough to get almost anywhere in Tomb of Horrors so it doesn't end too well :D
So me and the boys were chilling out in our usual group chat the other day having nothing to do and some spare time on the weekend. We were trying to find a tabletop game to play together that everyone would like, and one guy was like "it would be cool if we ran some D&D dungeon for a couple of hours just for lulz" (we're D&D 3.5). But I as a DM didn't have anything up my sleeve at the moment so we all just shrugged, moved on and ended up playing "saboteur".
Later I was thinking about maybe coming up with or finding a bunch of 4-6 hour modules for D&D to have at the ready on weekend evenings like this. Not necessarily just a "kill stuff get loot" type of thing, maybe some social stuff too. And then it struck me. In "saboteur" you are given a random role, only you know your role and your goal might be different from others (that's a common thing in many games: mafia, bang, secret Hitler, etc.). Wouldn't it be fun to have this same premise in a D&D game or any other TTRPG? Player would pick a character and have a goal assigned to him. Player won't know other player's goals and would have to bluff and negotiate with others to get what he wants.
So with this I've got a couple of questions:
1. Has anyone here ever tried something similar?
2. If you DM'd it - how did you go about setting the whole thing up? If you participated as a player - how did it go and was it fun? If you didn't - how would you expect it to look?
3. Would it even be viable to set this kind of stuff up in 3.x?
A fellow playgrounder suggested one-shot runs of Tomb of Horrors where people would compete in who can get the furthest. But that's not really what I'm talking about here, and my players aren't usually experienced enough to get almost anywhere in Tomb of Horrors so it doesn't end too well :D