Page 71 - Betrayal for Dummies

19th Jan 2012, 5:00 AM in Friendship is Magic, Part 2
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Betrayal for Dummies
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Newbiespud 19th Jan 2012, 5:00 AM edit delete
It's no secret what we're coming up to. Rainbow Dash's choice.

I'd just like to ask: Is there any precedent for this in tabletop games? Was any player ever presented with an ultimatum like this who then chose to betray/abandon their allies?

Notice: Guest comic submissions are open! Guidelines here. Deadline: February 20th.



Trivial 19th Jan 2012, 5:19 AM edit delete reply
Not quite, but I was playing a game of 7th Sea where one of the players was getting some money by working in an iron mine near Freiburg. There was a cave in and the guy just chose to walk away rather than help with the rescue efforts...
baka 19th Jan 2012, 5:20 AM edit delete reply
I had a friend, playing a Lawful Evil character in a 3.5 game, who chose to collaborate with our enemies and backstab our party druid. She got turned into a frog, and the druid's player harbored resentment for a month.
MirrorImage 19th Jan 2012, 5:53 AM edit delete reply
Did it ever directly happen to me? No. Have I ever given ample opportunity for it TO happen? Yes. Neutral Human Wizard with a thirst for power. Turns out he gets used to set off the campaign's overreaching plot element in that I somehow released Orcus.

Your Obedient Serpent 19th Jan 2012, 5:58 AM I TRIED, but ... edit delete reply
I couldn't even go through with an opportunity for betrayal that I'd set up MYSELF.

I was playing Benji, the token Werespider in a Vampire: the Masquerade group. Benji's main motivation was to create as much dissent and turmoil in the local Vamp community as he could -- and he'd found the best way to do that was to let the other PCs just be PCs, and talk them out of any trouble they got in with his preposterous social skills.

We'd managed to get on the bad side of a coven of Tremere, vamps who could use Blood Magic to do all kinds of nasty stuff at a distance. Using those same preposterous social skills and an experienced roleplayer's poker face, Benji convinced the other PCs that he knew Creepy Shapeshifter Spirit Magic that could protect us against the Tremere's Blood Magic -- but he needed vials of everyone's blood to use in the ritual.

Benji (and I) thoroughly intended to sell them out to the Tremere ... but after taking the Storyteller into the other room, he had an attack of conscience.

He wouldn't admit that, of course. These vampires were abominations, not his FRIENDS or anything like that. They were, however ... too useful to discard.

So, he tore up his clothes, rolled around in the dirt, and came back, looking like hell, to inform the other PCs that he'd botched the ritual.

The best part? None of the other players knew what I'd really planned until A YEAR AND A HALF after the campaign ended.
xuincherguixe 23rd Jan 2012, 6:54 PM edit delete reply
I was in a vampire game awhile back. I think we spent the whole campaign basically betraying each other regardless of if we were trying to or not.

And when some of the players were trying to betray one other, they managed to fail miserably.

Sad game really. Very sad.
Zorro362 5th Jul 2016, 4:40 AM edit delete reply
Reminds me of the time one of my characters ended up secretly becoming the vampire minion of one of the main villains who was a master vampire. He wanted the secret to our unusal power to spread his dominion. So I was never actually order to go against them, needless to say they never saw it coming and when they finally learned I was now a vampire monthe later, when we where far beyond the villains rely of influence, "when I offered to vamp a guy when we were in bad need of info." they took swift action forever traping my character in a pocket dimension.
Falgaia 19th Jan 2012, 6:12 AM edit delete reply
We did a Star Wars dark side campaign. Post Episode 6, so everyone was trying to fill the Darth's spots. 3rd session, the other Jedi in our group was contacted with an apprentice offer, but only if he killed off the rest of the party. Surely he wouldn't accept, thought GM.

Next two campaign sessions, he sabotaged our ship, killed me in the escape pod, shot our bounty hunter pal, and finally got offed by our Scoundrel in a hoverbike chase. (It was in a city world, and all the buildings were waaaaay off the ground, he tried to jump bikes and missed. Dumbarse.) Never did another Dark Side campaign, never played with that Jedi again.

BONUS: Tge ship that got sabotaged? The scoundrel was able to crash it safely by going through a couple of layers of parking garage to slow it's descent, after correcting it's trajectory. Then, as he ran off, he put on a good enough ruse to convince the police it wasn't his ship, and he was an innocent bystander who had effectively just lost his house in the resulting explosion.

Best Scoundrel EVAR.
Akouma 19th Jan 2012, 6:30 AM edit delete reply
In a Pathfinder game, my character is good friends with another player's character. (They run an alcohol trade on their ship under the table while off duty on a ship, so they need to work pretty closely especially since they've been caught doing it multiple times.) Now, my character is Chaotic Good, and his is Lawful Evil. We're basically polar opposites. In our most recent session, we come across two backwater settlements, one of which is suffering from a plague, and the other grows and ships the only thing that gives any treatment. They charge stupidly high prices in trade, but my character figures if everyone agrees to the deal and everyone's happy (they do and they are), it's all on the level. His character decides that charging for medicine to combat a deadly plague is jerky, so he's going to steal the payment. My character knew he would try this because his partner's pretty predictable, so I basically tell him "you are NOT stealing payment from a totally-lawful trade, even if you don't agree with the terms." It was basically a betray me/betray your own normal behavior choice.

So instead, he takes a third option, and goes about convincing my character that if he can agree to get the suppliers to give this shipment away free, I should let him steal the now-unneeded trade goods and I could even have some.

Guess who wound up walking away with the trade goods? Yup, me and McLawfulEvil. Guess who wound up getting free medicine? I mean sure it turned out to be an addictive drug and the "plague" it treats is just their withdrawal symptoms but hey they live long, happy lives while on the stuff.
BadHorse 19th Jan 2012, 9:01 AM edit delete reply
Weird. Reading your story I got the impression you were lawful and he was good.
Shikome Kido Mi 19th Jan 2012, 9:16 PM edit delete reply

Are you sure you didn't get the alignments backwards?
kriss1989 19th Jan 2012, 9:53 AM kriss1989 edit delete reply
*cough cough* Star Trek episode *cough*
reynard61 19th Jan 2012, 9:01 PM edit delete reply
Yep. This one:
Akouma 20th Jan 2012, 10:45 AM edit delete reply
Yeah, our DM told us up front it was a Star Trek episode.

Also, that was one of our weirder sessions, since I was running around basically acting Lawful for once, and he was running around being Good.
legomaster00156 19th Jan 2012, 7:02 AM edit delete reply
Party betrayal story? No, I can't say I have one of these... however, in a game I'm in, we are each playing "Incarnations": embodiments of certain concepts. I am playing the incarnation of Pragmatic Loyalty (also known as Sensible Betrayal) so there's massive opportunities coming up.
Anvildude 20th Jan 2012, 10:32 PM edit delete reply
Sounds like a Nobilis campaign.

I tried one once. Wanted to be the Nobilis of Fiction. GM couldn't quite wrap his head around it, unfortunately.
Nezumi 24th Feb 2012, 3:57 PM edit delete reply
Might wanna try 3E. It's more accessible.
Harmless Toast 19th Jan 2012, 7:11 AM edit delete reply
Well I've played paranoia... so yes.
Guest 20th Jan 2012, 12:37 AM edit delete reply
If there isn't party betrayal in Paranoia, you're playing it wrong.
Zodo 19th Jan 2012, 7:37 AM edit delete reply
I once played in a one-shot In Nomine LARP. Among all the insanely powerful angels and demons was me, the vanilla human Mayor of the town. I was the one the angels and demons were trying to influence, to decide one way or another about some civic project. In typical human politician fashion, I waffled through the entire game, and in the end, let the people decide, putting up the issue for referendum.

I was told that my decision, and the resulting multi-year political chaos, was far more disrupting to society than anything any of the demons could even conceive... and neither of the sides got their way.

Free will. Gotta love it.
kriss1989 19th Jan 2012, 9:55 AM kriss1989 edit delete reply
So you out Deamoned the Deamons?
Torg 19th Jan 2012, 7:36 PM edit delete reply
You, sir, are my hero. Screwing over both celestial parties is something everyone should aspire to.
Hellbentrobin 20th Jan 2012, 4:03 PM edit delete reply
A similar thing happened to me in a LARP where I played a goblin scout. the whole damn party knew I was as trustworthy as a chocolate hammer but when the angelic realm we where in was invaded by demons that had bribed me with a relic, (which I got them to give me before I went), to destroy the heavenly realm by removing a focal gem. somehow I pulled a convincing enough poker-face to convince the angels to let me guard the gem before I ran off with it. the whole realm collapsed with me diving out the portal in time killing the whole demon army, all the angels in that realm and the rest of the party. the ref said both he and therefore the demon lord who bribed me found the entire thing so hilarious that they let me keep the gem, which was not worth anything in the end. needless to say I was dissapointed in my haul
V 19th Jan 2012, 7:57 AM edit delete reply
As said by Harmless Toast, Paranoia. Ah, Paranoia.

I've heard of one-shots where one of the characters is secretly a cultist- and the DM expects them to convert to the light side and help the party stop the ritual. One of my friends went through with it, murdering all the party and himself to do it. The DM was surprised, told the player the plan, and the player went: "huh... that never even occurred to me."
Rens Houben 19th Jan 2012, 8:19 AM edit delete reply
If that doesn't happen at least five times during a Paranoia session, you aren't playing it right.
Vulpis 22nd Jul 2012, 8:12 PM edit delete reply
And that's ust during the mission briefing...
Guest 19th Jan 2012, 8:23 AM edit delete reply
Yeah, that more or less happened once. It was difficult getting things to work out after that.
XandZero2 19th Jan 2012, 8:40 AM edit delete reply
Sorry, but I got to comment on this one. Believe it or not, I've had betrayal happen TWICE in my games!

Once it was a Star Wars Dark Side Campaign. A Dark Jedi wanted to get in good with the local Dark Lord, so he did what the Dark Lord asked - namely, "kill all your friends to show me your loyalty." He single-handedly crashed the party star-cruiser, sent his fellow Dark Jedi falling into oblivion, and just barely failed to kill the Han Solo type of our team after an epic chase through the city, backed up by a gang of street thugs in a house to house search of the area.

I also had a Dragon Age RPG group split 50/50 when it came time to decide if they were going to join up with a smooth-talking Mage and kidnap the kids of this jerk of an Arl (read 'Earl'). An epic fight broke out around the party campfire, and in the end the kids barely got away safe and sound while all the party members on both sides limped off to fight another day.

The second occasion was probably the coolest of the two, as it was kind of frustrating how the Star Wars campaign got completely derailed (I hadn't expected the Dark Jedi would actually accept the Lord's proposal!)
XandZero2 19th Jan 2012, 8:47 AM edit delete reply
BTW - the Dark Side Campaign?

That was the one Fal mentioned. It was interesting, but nothing like what I'd originally expected. The plan was for the two Dark Jedi to work up to becoming the new Sith Lords of the Empire, but that kind of went out the window when one of the Jedi decided he wanted it all for himself.

Ce la vi.
Blackie 19th Jan 2012, 4:12 PM edit delete reply
That's not how you spell c'est la vie, mais c'est la vie.
darkwulf23 16th Feb 2012, 2:41 PM edit delete reply
Well, according to the Sith code, your boy did it right. The whole point of playing dark jedi or Sith is to seize power for yourself and share it with no one else.
Chris 19th Jan 2012, 9:17 AM edit delete reply
Not counting evil campaigns? Yes, I actually did betray the party myself, once.

In a 3.5 campaign my friend was running, our level 2 party had taken about six different shortcuts and managed to reach the big bad, a minotaur barbarian who was gathering an army to attack the capital city. The DM wasn't expecting us to encounter him until we were all level 8 or 10, and whether through stubbornness, sadism, or simple ennui, he didn't scale the encounter down in any way, nor give us any hint that this creature was WAY beyond our ability to fight. So, when our party of four entered combat, two of us (the cleric and the fighter, who both ran forward to engage in melee) were killed in the first round.

At this point, we were left with the sorcerer and the halfling rogue (myself, a neutral good character to boot). I had initiative, and proceeded to have the following conversation with the DM:

Me: So, it's just me and [sorcerer], right?
DM: Right.
Me: And since I move at 20', I'm guessing there's no way I'm gonna be able to run away from this guy, right?
DM: Probably not.
Me: And if we die here, there's nobody to stop this guy and his army, right?
DM: Nobody knows that he's gathering the humanoids together, no.
Me: *sigh* I'm standing behind [sorcerer}, right?
DM: Yes, you said you were in back.
Me: Okay, I guess I sneak attack her with my short sword.

There was a moment of silence, before the sorc's player shook her head and grumbled, "what the hell, Chris?"

I managed to knock her out with one hit (pretty easy when she only had five hp), then cut off her head and presented it to the minotaur. He was a little nonplussed, so I explained that I was a double-agent hired by one of his sub-commanders to make sure that the humans remained none the wiser. I said I'd heard that this group was going to investigate some suspicious goings-on with the local humanoid populations, and I had volunteered to join so that I could stop them from discovering the truth. I then told the minotaur that, if I didn't want my cover to be blown, I would need to return to the city and make up a story about how my "friends" had been attacked by a rabid bear.

The DM digested all that for a minute, then had me roll a bluff check. I don't remember what I got (it wasn't a nat. 20 or anything), but I guess the minotaur was pretty gullible, because it thanked me for my efforts and let me go. I managed to make it home alone and warn the city.

And that's my story of murdering party members in cold blood. It does have a happy ending, though--the city was forewarned, and the sorc's player forgave me when she saw what I was doing (also, she realized she'd have died the next round, anyway).
Kaleopolitus 19th Jan 2012, 11:50 AM edit delete reply
That's an awesome story, and exactly what I would have done as well.

I will NEVER play characters that cannot make small sacrifices for the greater good.
Ethan 19th Jan 2012, 11:55 PM edit delete reply
I did something pretty similar once, with two NPCs in a Pathfinder campaign. My pixie rogue (Chaotic Good, of course) and a discharged member of the city guard were snooping around an evil tavern, trying to get some information on a coming attack on a temple of Selûne (a Good lycanthrope god from D&D). Naturally, we were disguised, me as an outcast pixie, and him as an elf with a mild vision problem (he was a human).

Now, unfortunately, we hadn't counted on the fact that our enemies were worshippers of Shar, an EVIL lycanthrope god. Apparently werewolves can tell humans and elves apart based on smell, as we found out when we followed a drow into a back room to see her hybrid form (note to self: low-level human NPCs are squishy).

However, we also found out that this particular drow was pretty unpopular, not actually Evil, and wanted to give her son a good, honest life. The only reason she was IN the tavern in the first place is because it was the only place that would employ a drow werewolf like her.

So, the play that I come up with, with the drow's help, is to scare my human companion away by using Dancing Lights as a fake "ghost", for his protection. Then, I'll get into a mock fight with the drow, behead her, "ransack" her room to rescue the son (yay extradimensional space!), and take her head as a "trophy" to Selûne's temple to get a resurrection for her.

The plan actually worked exceedingly well, aside from having to place myself between the clerics and the revived drow once she shifted back to her drow form. You'd THINK that Good-aligned werewolves would understand that drow can also, in theory, want to live an honest life, accepted by society.
Eaggae 19th Jan 2012, 9:29 AM edit delete reply
Ok, I have one for you. The GM set a "short" white wolf campaign series, and it was supposed to last 8 or 9 game sessions. I had been playing a Ahroun Stargazer (Werewolf Palidin basicly) that had gotten killed of the last session saving the entire party. So the GM E-mail me a character that I would be playing as part of the story line (I had volunteered before to play storyline characters).

What I got was a Fomori whos job was to figure out which of the party member was the "chosen one" in a series of prophesy that would do great harm to the wyrm. So I was to pose as a normal human that was working against pentex because of a traumatic past. Of course the GM had to stack the deck agianst me so that the players would find out what I was quickly.
Taints: addiction (Brain eating once a day), Brainwashed (follower of Pentex), Disintegration (Brain Eating).
Powers: Deception, Brain Eating
Merit: Hidden power
Flaw: Scary presence

So I had to play a guy that was addicted to eating peoples minds and would hurt himself doing it every day..... well in the first three sessions I nearly killed three of the party member (one of which took a drop down an elevator shaft, got a 'Missed' side full of silver 'blessed' buckshot, and almost eaten by a bane) by the end of game session 9 at the final showdown the party has managed to unknowingly put me unconscious with a grenade, and had falsely pointed at another NPC as the plant. The proceeded to curb stomp the boss with really good tactics and fire bomb all the evidence against me.

A year and a half latter some 56 game sessions we finish off playing white wolf to do some 3.0 DnD and I get to end the game with having basically taken over the San Fransisco Criminal elements and set up for a major push against EVERYONE else (the megalomania derangement was fun to play).

Final score: 7 indirect Player kills, 2 Direct player back stabs, 17 Important NPC deaths, and gained control of one major cairn, the party still didn't know what I was and had successfully (and unknowingly) turned me against the Wyrm.

They actually found it amusing.
Bronymous 19th Jan 2012, 9:56 AM edit delete reply
I always play an Evil character, and usually to get away with it I make him Lawful. This is to keep the Good guys in the party off my back, but it also forces me to play in a way that I have neither the opportunity nor the motivation to betray the rest of the Party. Not in any significant way, that is.

I am always looking for those times when I can mess with them a little bit, be it withholding some important information so they walk into traps or a bad guy unprepared, or random chances to splash our Paladin with Acid. Not to hurt him, mind you, but decimating his Chraisma had been a little game of mine ever since our characters met.
Kaleopolitus 19th Jan 2012, 12:00 PM edit delete reply
*Splash* I'm just trying to fix the (shortage of) damage the previous acid bolt did, relax!
Kyronea 19th Jan 2012, 10:12 AM edit delete reply
I really feel bad for this GM right now. He probably worked hard for several hours on the speech the Shadowbolts were about to give to Rainbow Dash's character, and now all that effort is wasted. A shame.
MattW 20th Jan 2012, 9:34 AM edit delete reply
First rule of DMing: Know your players.

Full disclosure: I've never DMed.
DMing 101 20th Nov 2015, 4:43 PM edit delete reply
The actual first rule of DMing: if you plan more than 15 minutes into a specific session it will only lead to frusteration.
Path 19th Jan 2012, 10:14 AM edit delete reply
Things had gone pretty well for our upright Eclipse caste in our Exalted game, right up until, on a trip to Malfeas (the demon city), his Dragon-Blood girlfriend got seduced by Deer-Footed Mara, arguably one of the hottest of demonkind. When he found out, he limit broke, shot her and Mara with his essence pistol, fled into the woods, and ran flat into the Yozi (demon king) She Who Lives In Her Name. He was so betrayed and angry that he sold himself on the spot and akumized, appearing in the next session and throughout several later campaigns as a villain.
That one was great because he was so morally upright and conscientious, until his heart got broken. Then he just lost it.
Vegetalss4 19th Jan 2012, 3:37 PM edit delete reply
When I started reading this story I thought that he would have joined forces with Szoreny, since he ran into him and all.
Still joining team SWLiHN is definitely good to.
Path 22nd Jan 2012, 10:33 AM edit delete reply
These are just generic Malfeas woods. Weird, but essentially mundane as the place goes. Not Szoreny himself.
Kiana 19th Jan 2012, 10:54 AM edit delete reply
I don't bother setting these situations up, since my players NEVER go for them. The only players that WOULD go for them are no longer allowed in my campaigns on account of being assholes far too often.

I do occasionally have the 'betray X and work for the big bad!' opportunities for the whole party, but again, they never go for them.

Though, as I'm about to run a superVILLAIN campaign, I'll be working in some of those situations... "They're dragging you down, keeping you from making a name for yourself as a supervillain. Instead of being another one of 'those six losers', why not work with ME, and be known as one half of the greatest supervillain duo OF ALL TIME?!"

I still expect the players to respond with "Because you're a backstabbing git, that's why." but who knows?
Kaleopolitus 19th Jan 2012, 11:59 AM edit delete reply
That makes me wonder how large the player demographic is that will willingly sound british when the opportunity arrises...
Kiana 19th Jan 2012, 12:35 PM edit delete reply
One of my best friends lives in the UK. She is currently in my MLP campaign as a knight of Luna.

...I just like expanding my vocabulary with foreign slang, okay?

And actually, that's a bit of the problem. My player base has been getting SMALLER, since after giving quite a few acquaintances a shot at being in an earlier campaign... Suffice to say that they deeply enjoy game systems I loathe, so I should have expected things to go badly from the beginning.
Kaleopolitus 19th Jan 2012, 1:04 PM edit delete reply
Ah... So no experiments any time soon?
Such a shame.
Kiana 19th Jan 2012, 2:08 PM edit delete reply
Two weeks now and no one has got me a character sheet for my Mutants & Masterminds campaign. So maybe I'll look into a random group of strangers, just for the heck of it...
Nezumi 13th Feb 2012, 1:53 PM edit delete reply
You have an MLP campaign! Awesome! I wish I knew someone who did.
Enchanter Tim 19th Jan 2012, 3:18 PM edit delete reply
Are you including Monty Python and Doctor Who quotes? Pretty high percentage, I'd say. 8P
Kiana 19th Jan 2012, 6:51 PM edit delete reply
I have yet to have a character introduce himself with "Some call me... Tim!" or any variant there of.
Dragonflight 19th Jan 2012, 11:27 AM edit delete reply
Heh. When *didn't* this happen.

In a 3.5 D&D game I've been running for a few years now, one of the players is a Lodoss-style dark elf thief acrobat with an 8 wisdom. The player has deliberately passed up a Tome which would have raised her wisdom, because it didn't fit with the character concept. (I run with the idea that those artifact Tomes are only useful if they raise a "normal" stat to the racial maximum on one use. It's only when you try going *over* it that the tomes become of limited value. So the character passed up on an instant jump to 18 wisdom, minus any racial penalties, because it messed with his roleplaying, which I definitely respect.)

A side effect of this was that various dark and demonic powers have been trolling for her joining them. She's the inheritor of an ancient power which lets her permakill demons. But nothing says she can't work for them if she wants to, so the various Demon Lord factions are all desperately trying to get her to sign on, offering deals both sensual and financial that would seduce a saint.

But because she has a low wisdom, and is a thief, she has the innate distrust of "sweet deals" and since she has average Int, she often fails to realize just how sweet some of these deals really are. So she's been waffling for the entire campaign, and driving the party batty every time someone makes another pitch.
Kaleopolitus 19th Jan 2012, 11:56 AM edit delete reply
That IS very admireable, to stay so true to your character as to forsake major character improvements.
HalfTangible 19th Jan 2012, 11:54 AM edit delete reply
No but there WAS a scenario where an entire group of someone's 'allies' let her take the fall for the entire group's crimes, then watched as she was put on a pyre.

She lived thanks to a fire-resistance ability i'm unfamiliar with and later got them all arrested for drunkeness in retaliation (via illusion wand and oil-covered inn to make them think she set them on fire)
banjo2E 19th Jan 2012, 12:31 PM edit delete reply
Okay, I know I've read that before...
Binary Toast 19th Jan 2012, 2:14 PM edit delete reply
I recognize that as well, one of SilverClawShift's stories on the Giant in the Playground forums.
Story can be found here, in the Vignettes section. (tinyurl'd due to link size)

As to a story of my own, just a few years after I started gaming, we ended our long running pirate game with a mutiny. We had gotten a second ship intact, and... well, short version, we split the party. Permanently.
Polecat 19th Jan 2012, 2:30 PM edit delete reply
Okay, a betrayal story. How's this:

I was playing a rogue in a team of good to neutral characters. I'll admit my rogue was a trifle annoying at first (I had to tone him down a bit) but he garnered the dislike of our party leader. After one decidedly acidic sarcastic comment to the leader/mage, the player had his character throw a dagger at me. It was meant to hit handle first, but he failed the role and impaled my rogue's thigh. Keeping his seemingly simpleminded ways, he immediately stole the dagger and walked like a limp.

However, I talked to the DM and laid my plans out carefully. After we finished the first arc of our major quest, our team decided to take a well deserved rest at a relatively high class inn. Our leader declared he wanted a hot bath, and shooed all the servants away to soak for a bit. My rogue, however, was unseen, and chose that moment to return his dagger... right between the shoulder-blades.

The DM made me roll the dice where everyone could see it, and I scored a full on crit backstab. The damage dice were equally kind, and the player declared I had literally killed his mage in one fatal shot. My rogue, of course, snuck out into the night, and the mage's corpse wasn't found until much MUCH later. My rogue became one of the DMs favorite NPCs, and still shows up to this day in various roving bands of bounty hunters...
Kaleopolitus 20th Jan 2012, 1:14 AM edit delete reply
'he immediately stole the dagger and walked like a limp.'

I love this kind of stuff ^_^
The Los5 19th Jan 2012, 3:32 PM edit delete reply
What are you guys expecting from dark Jedi? The whole reason there is usually only two Sith lords is because they keep killing each other. And when one of those two graduates from being apprentice, he usually does so by killing his master, the only other Sith lord, only to later take up an apprentice himself who would probably do the same. Rinse. Repeat.
Enchanter Tim 19th Jan 2012, 3:42 PM edit delete reply
There was an old Robotech campaign where our 'fresh from training, on first assignment' characters stumbled into a conspiracy involving selling military suplies and possibly secrets on the blackmarket, working with renegade Zentraedi, and murder. Oh and the mastermind was the _base commandant_. The veteran members of the veritech squadron we were assigned to were killed on our first patrol when we got jumped by a large force of Zents only to have all their mecha suffer catastrophic equipment failures (weapon failures, engine malfunctions, freezing in mid transformation, ect). The one pilot we'd been able to save was killed by a small explosive in his cockpit

After a lot of covert investigating, we'd finally gotten evidence to prove the CO's guilt, when one player decided to sell out (I can't recall if the GM made the offer or if it was the player's idea)

end result, a hide and seek gunfight with assault rifles that ended with the comandant, several other base personnel, and the traitor dead, one of the other PCs on lifesupport, and the rest in rough shape (but victoriouos).

Also had a character (solo) start trying to kill the rest of the party in a Cyberpunk game as I recall (with some success), but I'm not sure if that character was a PC or GMPC (we had a couple 'Punk GMs, so it could'a been either)
terrycloth 19th Jan 2012, 4:03 PM edit delete reply
I've had the entire group turn before, but getting an individual character to turn is hard because it means either (a) they're an NPC now or (b) it all has to be done secretly. As in really secretly. Which is annoying and risky in groups like the ones I play in and run which are usually pretty casual about player vs character knowledge.

So basically, metagaming tells us not to do it.
GoldenElk 19th Jan 2012, 4:26 PM edit delete reply
I had one Solar Exalted character who spent the entire campaign doing his best to fulfil his Motivation, which was to destroy the Immaculate Order. Just prior to the final battle (with the Ebon Dragon, no less), we had to go and individually face an aspect of the Dragon (not knowing it was him), corresponding to an element.
While the other players fought their way past the other aspects, I negotiated a deal with the aspect of Earth. In exchange for aid in the destruction of the Immaculate Order, I would serve the Dragon for a year. However, this servitude would only take effect after the Order was destroyed.
Upon ascending to the room where the Ebon Dragon was, our party prepared to fight him. At this point, he informed my character that my year of servitude was beginning, and that I would have to fight the rest of the party, since he had finished destroying the Immaculates.
Thankfully, one of the other party members was able to mind-control me into fighting him anyway.
Path 22nd Jan 2012, 10:34 AM edit delete reply
It's a rare opportunity you're thankful to be on the receiving end of mind-control in Exalted.
RinaldoLuke 19th Jan 2012, 4:28 PM edit delete reply
I mostly play in Amber Diceless these days. For those who don't know, Amber is set in the universe of Roger Zelazny's Chronicles of Amber books: typically, you play the 3rd generation of characters: your parents are the sneaky, backstabbing, conniving elders who are the subject of the original series.

If you don't have at least one major betrayal or infighting amongst PCs, you probably aren't playing it right.

We were playing in a special Amber session called "Throne War" - your characters are tasked with deciding which of you will be the new King of Amber, the old one having died. As an aside, if you don't think you should be king/queen, you aren't playing it right.

A couple of other players made an early power play, and mine and another character were both interested in the throne. I was leading a sea attack, having captured the only general they had who could reasonably beat mine and having drudged up a large military force from a nearby country.

In the middle of the attack, right after I'd captured yet another PC, my "ally" sends me a note: (which he hand-wrote while the rest of us were in a roleplay he wasn't directly involved with):

Dear brother,

We are no strangers to affection. You know the rules as well as I. A full commitment is what I've given, and you could not expect this from another sibling. I just want to tell what I am feeling and try to make you understand:


It was at this very moment he teleported in behind me and stabbed me in the back. I don't know what hurt worse: the knife, or being RICKROLLED as a distraction in a TABLETOP game.
Guest 19th Jan 2012, 5:42 PM edit delete reply
I find this immensely hilarious.
Scaled_One 20th Jan 2012, 12:00 AM Diceless amber edit delete reply
Was that an Ic note left, or a trump contact that he initiated by having a note passed so the rest of the group wouldn't know what went on?

Either way. Absolutely epicly unexpected and awesome.
RinaldoLuke 21st Jan 2012, 12:28 AM edit delete reply
It was his soldiers who had captured our fellow PC and brought her to me. One of the soldiers came with the note. Seems he was trump-scrying the soldier the whole time, waiting to strike while I was busy reading the note.
Kaleopolitus 20th Jan 2012, 1:19 AM edit delete reply
Fucking A
technomantic 19th Jan 2012, 6:05 PM edit delete reply
I am currently running a short 5 person game centered around a bank robbery where each player has been given incentive to betray the group, but they also have a reason to stick together. We are only about 4 sessions in though so no big climax yet.
Digo 19th Jan 2012, 6:37 PM edit delete reply
Oh I've presented such offers of back-stabbing power all the time in my games. Sadly, the players have a 50% track record for accepting. XD

"Sell your soul for a donut?"
banjo2E 20th Jan 2012, 10:12 AM edit delete reply
Well, think about it. Demons wouldn't ask if it didn't work.
Digo 27th Jan 2012, 9:14 AM edit delete reply
This is true, but says something about party trust and loyalty in my games. :)
Guest 19th Jan 2012, 6:59 PM edit delete reply
Awesome work Newbiespud. I love how the characters are coming into their own and forcing the DM to adapt.
Guest 19th Jan 2012, 7:06 PM edit delete reply
All one of my players needed was the barest encouragement. A player was guest-starring in my weekly game and I suggested that if he wanted to - I'd be okay with him betraying the party sometime during the session. He LEAPED at the chance and spent the whole session looking for the perfect opportunity... When he stole a sword with a greater demon trapped in it and used it to send the soul of one of the player's to hell, killing him as well, and nearly killing another too.
CommandoDude 19th Jan 2012, 7:22 PM edit delete reply
The closest I got was almost deciding to stab the party's Bard for being a little too charm happy with the party.
Cpt Corallis 19th Jan 2012, 7:35 PM edit delete reply
I was running a Dark Heresy campaign and the characters had just reached ascension level (basically like a prestige class)

The eventual plan was that they would uncover a Necron tomb on the world they were currently on, and I set it up so that there were two rival inquisitor Lords vying for their attention.

The first, clearly loyal, asked them to infiltrate the Tomb and place a stasis device to save the planet. The other, very obviously a traitor, said that if the device were to not go off, they could have their own starship and more wealth than they could imagine.

Players got into the Tomb, found the main chamber and proceeded to steal some mystical orbs from inside and not plant the stasis bomb. When they eventually got outside, they found out that the (good) Inquisitor Lord was working with the Eldar to stop the Necrons. As the Eldar were introduced as allies the Priest in the Party proceeded to calmly walk up to the Eldar Leader and Headbutt him. As he did this he told the (rogue) Inquisitor to send his troops to support them.

He was Shocked, shocked I say, when the inquisitor informed them that he was just as trustworthy as they were and so they were on their own. And still they somehow escaped offworld.
Gryphon 19th Jan 2012, 7:39 PM edit delete reply
Never thought I'd have something to truly comment...

D&D 3.5, come into a game late. I make up a powerhouse warrior built around intimidation and his big bad sword. My friend creates his usual character, a weaselly silver-tongued rogue based around diplomacy. He's good with getting the gold and the jobs, I'm good at making sure anyone trying to kill him winds up in the gutter.

Other players have a chain demon, a minotaur, a...don't remember the third, and a VIERA. Bunny girl from Final Fantasy, yes, who was an exceptional ranger/archer. We-he-he-heeeeeell. Me and friend decide that we need some help getting in good with a particular mercenary group, and that perhaps a bunny-girl treat might be the ways and means of getting in the good. So we work for a while with the original group, tending to whatever time-paradox plot was going on at the time.

A few days later, well...Lets just say the bunny-girl was in the hands of the mercenaries, the chain-demon who was infatuated with her was murdering dozens of innocents outside the main keep, and we were sneaking away with a fat coin-purse on each of our hips and on a nice trip to a sexy little dungeon full of nice gear and that directly had a relation back to the main plot. :)

On another note, my warrior intimidated a hell hound at one point. Yeah, we sorta got overpowered.
Sjosten 19th Jan 2012, 8:36 PM edit delete reply
I'm trying to set it up, but my players are really good at doing nothing for long periods of time. They've been trying to find a bunch of mages for four sessions and still haven't accomplished it. However, they accomplished wiping out a small camp of trolls, stealing two major artifacts from the first big bad guy they fought who they just found out is still alive (before I wanted them to), and they killed a guy who was important to the rest of the trolls and now have a bounty on their heads. Finding a couple of guys who can cast a fog spell though? That's impossible. as for the actual betrayal I'm trying to set up, one of the characters is a necromancer/healer and one of the big villains is running an anti-magic army. He's going to try to convince the kill-crazy assassin to kill her and the ranger who has a couple of summoning spells. With my players, it might actually happen.
InvisibleDale 19th Jan 2012, 9:22 PM edit delete reply
Short and sweet: I was playing D&D 3.5 at a convention. A smart-Alec player was playing a wizard/worlock using Fly and eldrich bolts against the main monster. DM gave each player a "swap places" card. S-A wi/wo and I were the only survivors of this game. He was too high to be hit, I was stuck on the ground. My character took a massive crit hit from the monster (over 100 hp dam). I swapped places. We both died, he from the damage I would have taken and I died from massive falling damage.
Sithking Zero 20th Jan 2012, 2:27 AM edit delete reply
There's a story on 1d4chan about this guy who decided that he had had enough of another player's character being a man-hater, so after said character described a massive plan to wipe out all men, he ordered his character to commence an epic-level beat-down on her.
Kiana 21st Jan 2012, 9:36 AM edit delete reply
I believe it went something like "F*** YOU W****!"
bobrony 20th Jan 2012, 3:01 AM edit delete reply
I have a story like this. I was playing an evil paladin of sorts, and there was this man, who claimed to be a cleric of the same deity. He told me stuff about my companions being enemies of the church, and so. The DM had me roll a Will save - guess what? 1. So I beleived everything he said, and ended up slaying my teammates in their sleep - then the guy stabbed me in the back.
The funny part of this was that the other players didn't know I played against them until it was too late.
captain awesome-o 20th Jan 2012, 5:40 AM edit delete reply
ive betrayed my team like 6 times, 3 times to the military of where ever we where, once to the king of the land and 2 times to the mafia.
Derpmind 20th Jan 2012, 7:28 AM edit delete reply
I was going to say something along the lines of "Rainbow Dash is awesome again," but there's a huge wall of comments in my way. Seriously, Dash is so totally Rainbow in this comic and there is only one comment (two now) that even mentions her name.
Urthdigger 20th Jan 2012, 8:58 AM edit delete reply
In the Pathfinder game I'm in, I've gotten slightly corrupted by horrorterrors from beyond the veil (I peeked at the wrong crystal ball). I've got a few compulsions at the moment, nothing too serious, but I'm actually working with the DM to try and find some situation where this ultimately leads me to betray the party (As the goal of the party is to stop the very abberrations I'm getting compulsions to communicate with from entering this plane of existence).

Best part is I have all sorts of charm spells to get away with it too.
Vladspellbinder 20th Jan 2012, 9:44 AM edit delete reply
I ran a 3.homebrew D&D game once that become one long betrayal after another. Before I start this tale I should point that that everyone had agreed this would not be a 'death is cheap' game and there were no 'rez' spells that didn't involve becoming Undead and/or insane.

One character was running a semi-stereotypical Rogue character, you know the type, high Bluff and Sneak and good attack dice and True Neutral. He was one of six people (read Player Characters) that had been hired by a High Wizard to go to Location X and bring back McGuffin B.

After a few sessions and levels the Rouge decided he was tired of just stealing money and wanted to steal lives as well, so we talked about and he killed the party Bard (which most of the other players, and their characters, found some what annoying) in cold blood during a fight when none of the other characters were watching so he could multi-class into Assassin.

I was running a system of experience where if you helped, directly or indirectly, in a death you got the XP, so he was the only one to gain any experience from that kill.
The player then went on the take every opportunity to off other PCs during combat where he could blame it on the enemy at the time or the Cleric being too late and someone "bleeding to death" (the Rouge didn't have first aid for a reason...).

After each death the players would roll up another character and get 'hired' by the party to continue their quest. It took a few more sessions but soon the Rouge was the only one left after of the original set.

I gave the other players ample opportunity to see though this but they found it totally hilarious that their characters where blind to what was going on and harbored no animosity to the guy running the Rogue. He never got 'caught' though one Ranger got suspicious but just couldn't get the evidence he needed to convince the other players before he and his wolf companion 'accidentally' fell off a cliff.

The real fun came in the 'final fight' against the bound demon guarding the a-fore mentioned McGuffin. Out of the six characters only two made it out, the Rogue and a Wizard, said Rogue having only contributed to the death of the then party Cleric once the demon was down.
At this point the Wizard's player looks to the Rouge's and asks "So, back stab?" to which he replies "Naw, it wouldn't be any fun at this point."

So they collect everything they can carry and head back to the High Wizard, split the reward by two and go about their separate ways to end the campaign. But then the Rogue player says the following once all the 'after game' stuff was taken care of.

"My character will let a about a decade or so go by before dropping in for a friendly visit to his old friend."

So we talked it out, the Wizard was now a High Wizard himself with towers and apprentices and all that jazz.
He greets his friend from his first adventure at the tower gate, has a nice dinner and catches up on how things have been and when it comes time to leave finds a couple Mage Bane daggers lodged in his spine.
The Rogue-Assassin-Shadow Dancer then goes on to steal /everything/ in the tower without killing anyone else and disappear into the night never to be heard from again.
Masterofgames 20th Jan 2012, 9:55 AM edit delete reply

Okay, I was in this one Supers game, I was a robot. (Or at least the closest I could get to it. Robots weren't in the rules for this particular setting yet, so I want mystic and played a "Titanium golem".)

To make him interesting, and gain a few more skill points, I have him a flaw. Multiple Personalities. He had FOUR of them. And each one was equally real, because I fluffed it as having multiple AI programs that a flaw in construction made switch at random whenever something did not compute. (I rolled a d4 to see which one it switched to, if it switched at all.)

His personalities were as follows.

1. HK-47, the assassin droid from Knights Of The Old Republic fame.

2. Marvin, the paranoid android, the perpetually depressed robot from Hitchhiker's Guide to the Galaxy.

3. GLaDOS, the sociopathic scientist AI from Portal, caring only about furthering the cause of science, and not how it was done.

And 4. James Bond.


I spent an entire evil campaign as James Bond simply because the d4 didn't want to roll anything but a 4. So naturally I was forced to be a double agent the entire game, wheather I wanted to or not. Nobody caught on that anything at all was amiss until the CIA suddenly burt out of nowhere and arrested the entire party but me mid-crime.

Cursed dice man, what can I say?
Guest 20th Jan 2012, 2:14 PM edit delete reply one of the best character flaws I have ever heard of (in terms of awesomeness). I can just imagine what would happen if the dice were more cooperative:
(Golem strapped to table with bisecting lazer, you know the one, by an antagonist)
Golem: You expect me to communicate?
Antagonist: No, I expect you to die!
*Golem rolls a 2*
Golem: Finally, I've been waiting for this for years...
Antagonist: wut?
*Golem rolls a 3*
Golem: You do realize I'm a TITANIUM golem, don't you?
Antagonist: What's that got to do wi-
*lazer beams bounce off golem and burn hole in antagonist's chest*
Golem: Congratulations. You just award for Most Idiotic Demise. Your parents must be so proud.
SBM 20th Jan 2012, 4:27 PM edit delete reply
i am actually crying from laughter after reading that, i think it's a brilliant idea
Kayeka 20th Jan 2012, 10:59 AM edit delete reply
Why, yes, that did happen once. My fellow player in a D&D 4e game wasn't happy with the way his rogue turned out, so he secretly arranged an opportunity for betrayal with the DM.

I didn't know anything about it, really. Heck, even when he accepted the 'Accept my offer or die now', I thought he'd be trying to get a backstab in before the combat encounter started. In stead, he delivers his character sheet to the DM, and pulls out a new one with the details of a character that has killed and disguised himself as the second-in-command of the guy we were currently 'negotiating' with.

And then combat started, and all player characters got dazed on the first round, ready to get some sneak-attacks from our former ally. Of course, my Lawful Good warlord was really pissed at him, so rather then taking the more tactically sound option of whacking the guy in front of him, he used Inspiring Word on himself to give himself a saving throw against the daze, saved, took two attacks of opportunity walking towards the rogue gone rogue, and used Lead The Attack (an attack that at that point, was a running gag among the group, since it always missed up to that point) on the backstabber.

I killed him on the spot. The DM gave me an extra action point for being totally awesomely in-character.
Curb 20th Jan 2012, 1:13 PM edit delete reply
Not sure this is betrayal. But a D&D party had a mage that had a habit of dropping fireballs or unleashing various cone of...attacks on monsters when some of us were in melee with it. Weather it was bad judgement on her case or she was just being jerky, it happened just about every game till the GM just got tired of it and told her next time, he'd flip her alignment to the opposite of her current one...she stopped.
Guest 28th Jun 2013, 12:43 PM edit delete reply
Lol, this sounds much like my Mage from our DnD campaign. I did it just because allies are supposed to get out of the way of my attacks, so I hit the intended target. (In Paranoia that is betrayal and is punishable by death.) Anyway, my party eventually got tired of a combination of my bad choices and bad die rolls. Pretty much all of these happened multiple times. The Cleric eventually developed some kind of grudge towards my mage.

* Cleric is holding down some skellies with his ability? Chain Lightning (which I think does nothing to undead, but pissed off the Cleric)
* Some monsters approaching, when my mage is in the back of the party? Lightning bolt and screw the front row!
* Out of lightning bolts? Melph's Acid arrow and roll so low for attack that the GM says it hit the Cleric in the back!
* Allies fighting outside visual range? Fire a crossbow and roll so badly that the Cleric gets hit again!
Life Essence 20th Jan 2012, 5:24 PM edit delete reply
5 words or less eh?

"Going for a walk....b****"
Life Essence 20th Jan 2012, 5:28 PM edit delete reply
make that *Out for a walk
Marconius 20th Jan 2012, 5:48 PM edit delete reply
Something like this happened in a Vampire: The Masquerade campaign. Basically we were sent on a mission to rescue the vampire daughter of some important vampire; but then another side came in and told us we should instead kill her. This ended up dividing opinions... in the end, my character decided to stick to the original plan and (successfully) rescued the target... while the others torched the building, hoping to burn her that way.

Unfortunately the campaign was never finished... playing on two threads was rather frustrating and we basically ran out of time.
ScooterSkittles 21st Jan 2012, 9:54 AM edit delete reply
Yeah, I had a PC tempted to betray the rest. One of the PCs only used the shadow weave for his magic, but the party was on a quest that Shar, deity in charge of the shadow weave, wouldn't be very okay with. So I had Shar appear to that PC in a dream, tempting him with promises of power. Shar granted him a powerful spell I made up that could banish the whole party to the shadow plane for a couple minutes, long enough for Shar to come capture them. I did this all without knowing what the player would actually do with it--I was just throwing it out there for him to role-play and decide. In the end, interestingly, the player used this spell to get the party out of a tricky situation, helped them escape from the Shadow plane, and used this whole crazy event to bow-out of the adventure. (The player created another character to continue the adventure with.)
Credi 25th Jan 2012, 7:50 PM edit delete reply
I our Changeling game as a member of the terrorist/bridgeburning organization that we had spent the whole game trying to thwart.

"Where'd you get that sweet cold iron sword?"
"...not from our sworn enemies?"
"It has their emblem."

It was quite fun, and it seemed like a legit move for a very low-Clarity character.
smischmal 3rd Feb 2012, 11:16 PM edit delete reply
I haven't in an rpg, but I've played tabletop games where the entire point is to betray your friends.
TheCountAlucard 9th Feb 2012, 10:54 PM edit delete reply
Hells, yes. Repeatedly, in fact. Both times I've been a player in Exalted, one of my fellow PCs was tempted by demons, and their deals would later come back to inconvenience the party.
Trae 25th Feb 2012, 3:58 PM edit delete reply
My fighter character, a former mercenary, was presented with a bag of gold to go to the enemy's side. He accepted and walked over to the boss, pocketed the money, then proceeded to attack the guy with his sword.

The offer was to join the 'other side' after all. My fighter went to the other side of the room for free cash. They never said anything about actually becoming part of their evil organization.
Drhoz 16th Apr 2012, 5:35 AM edit delete reply
AD&D - Campaign Arc finale, party and various untrustworthy temporary allies have finally tracked down the MacGuffin, where we learn that whoever is holding it at the time of the imminent conjunction can change something fundamental about the universe. But only one person can hold it at the time.

I turned to the now grinning GM and said "Oh, you *bastard*"

Cue the frenzied every-man-for-himself dash for the loot. As it happened, my character was the only PC or NPC to survive the ensuing carnage (and thus collect the MacGuffin), but only because he was hit by a feeblemind early on and was too busy dancing with rust monsters while the rest of them finished each other off.
Sorain 9th May 2012, 11:32 PM edit delete reply
At one point in a very high end (had played from about 5th level to epic, and we were at Divine Rank 0) 3.5 D&D game, my character, the party sorceress, managed to run out of spells in a combat for the first time. Being that the only redeeming feature of her nature was dedication to the first friends she had ever had, she lost it. So as they rest for the night, who should show up but Graz'zzit, the demon lord, with an offer. 'one night of your company, in exchange for more magical power then any being.' Naturally, the party asked the DM what that meant. "Double spells per day at all levels, and the ability to cast twice as many Epic Level spells without risk." Naturally, they happily pointed out I the player would never be so stupid. quoth the DM "How would your Character respond?" Everyone fully expected her accepting the offer to be lethal immediately, and anticipated some kind of horrible consequence each session for the next three months. My character? She got a kid out of it, a near death experience, and a chance to lightning bolt the party fighter. They never really forgave her for that, and the epilogue of the campaign noted that despite all of our alignments being good, fighting between their followers and hers was sporadic and inevitable.
Xander Cruize 24th May 2012, 10:09 PM edit delete reply
Ugh, only all the time. When it gets to the point where the PLAYER can't be trusted, I tell them to come up with a different type of character than 'chronic backstabber.'
Xander Cruize 24th May 2012, 10:12 PM edit delete reply
And I should post a story. We had three characters, a fighter, wizard, and rogue. The fighter was CN, with the other two being CG. So, the bad guy, in an attempt to save his own hide, offered the fighter untold ultimate power... if he would kill the other two. The fighter turned, hacked through the wizard, then used his cleave to spear the rogue (who was not only caught flat-footed, but also had had her armor destroyed and was low on hit points.) AND THEN! The character turned and said "I've been looking for a reason, I'm not joining you." and stabbed the villain through the throat.

I was livid.
Ramsus 30th May 2012, 12:38 AM edit delete reply
Not exactly but, I have something sorta similar. This was in a 3.5 game where I was running two characters due to gaining an extra Fighter from a Deck of Many Thing. The fighter was pretty dang evil and more or less only didn't murder the party in their sleep or at least walk off because she was magically enslaved by Vecna to obey my main character. (Though admittedly my main character being a true neutral (constantly bordering on chaotic and evil) Beguiler who was also typically the "party leader" made their goals often at least compatible anyway.) In this instance we were supposed to get these two magical banners (one white, one black) which had some vaguely worded prophesy about unleashing world ending monster unto the world. The white one we (specifically my main character) ended up getting through plot reasons and some manipulation of the situation to make it seem like we needed/earned it.

This was all during a multiple ways party split. We did a good job of roleplaying who knew what. As it turned out we were supposed to *not* move the black banner from where it was. This information reached those who were attempting to get it at basically the last moment while those there were in the middle of fighting a golem. My fighter then grabbed the banner and left two of the other party members there to deal with the golem on their own.
Lady Chaomii 1st Jul 2012, 12:06 AM edit delete reply
I've done something like this before. However we did it a little differently than let the player decide. Because obviously the player would choose their friends over losing their character.

Long story short, an outsider tried to convince Applejack to kill her lover. We rolled the dice to see what would happen. It was a will save against a DC of 15 and she passed it (This is using 3.5 rules where saves are a modifier). Had she failed, she would have become a player controlled combat encounter when the other PCs caught up with her. As it was, Applejack remained faithful to her friends and the outsider slipped away into the shadows.
Jadevamp 27th Jul 2012, 4:26 PM edit delete reply
This reminds me of a pathfinder campaign I GMed. The majority of the players were first-timers, and one picked a bard. He decided that he would rather play an evil character and turned against the rest of us. He actually took down the rogue and barbarian through an early sneak attack (Not the literal move) and the barbarian's abysmal will save. He was trying to charm the fighter in to helping her when I decided enough was enough (or rather, the NPC I used as a helper for the PCs) decided to fight back. He was a summoner and told the sorceror to distract him until he could get a spell ready. The bard panicked and used a sleep spell on the fighter, taking him out, while our dragonblooded sorceror tried to kill him with his claws (he was out of spells) A minute went by until the summoner got out his eidolon, at which point the bard got pounced on and had his gut ripped off. Then we got him to a healer and put him in jail. It was honestly our most memorable session.
Carvin 11th Jan 2013, 8:16 PM edit delete reply
Once I tried to make that option. As a CN rogue gnome, I saw a battle going badly. So, I decided to try and switch sides. I tried to kill one of my allies to prove that I was on their side. It failed, but I did manage to bluff the action so it didn't seem like I had been trying to kill him. It was a moot point, though... he died in that battle. Not from an enemy or an angry party member. No; from critical fail use magic device. The GM rolled 00 on the percentile to figure out what happened. It wasn't just I who died, I killed another team mate that had mostly hid the entire battle. I had become a positive energy gnome projectile.
CelestDaer 23rd Mar 2013, 12:56 PM Actually... edit delete reply
One of our GMs started a game based on Soul Eater, and had our characters be meisters and weapons... and the guy playing the old German luger was playing as a stereotypical old German... so, when the teachers started asking us questions about our alignment, basically, and the guy answered it, he basically said it was totally acceptable to kill hostages if need be... kind of similar to backstabbing the party, I guess?
Guest 28th Jun 2013, 1:00 PM edit delete reply
The whole point of having hostages is threatening to kill them. And well, if your demands aren't met, you don't want to look like a fool by keeping them alive.
Guest 10th Sep 2019, 2:36 AM edit delete reply
Dude, I'm pretty sure CelestDaer meant he said that it was ok to kill hostages instead of rescuing them. Meisters and Weapons are supposed to be the 'good' guys in Soul Eater.
Caligstro 16th Jun 2013, 11:54 PM edit delete reply
My first game ever I was a skill-monkey street punk criminal type in a RIFTS Japan game. Ninja were secretly taking over the city's government; the party knew but couldn't prove it. The ninja tried to get my character to betray the party for money and amnesty during a 2-man side mission with another player. I was so torn, looking for a way to get the money and still complete the mission, and I hesitated so much that when I finally "accepted" the money (planning to betray the ninja at the first opportunity) that neither the players nor my GM was sure what my actual intentions were. They thought I was really betraying them. I had to explain to the GM my intentions so he could plan for it (we had a huge 12 player party + NPCs and unexpected twists for the GM were just one more delay that could bog down an already slow game)
ShiftingMane 5th Aug 2013, 1:20 PM edit delete reply
Ahh, the ol' five words or less gag. I always think of a scene in Buffy that made me cackle:
Buffy: What are you doing out here? Five words or less!
Spike: (counting off on his fingers) Out - for - a - walk. ...Bitch.
Grant 19th Jan 2014, 11:59 PM edit delete reply
Yep, plenty of times. Of course I don't think any were as stupid as "hey I know the world's about to end but we really want you to lead our team".
randomdude 22nd Jun 2014, 11:11 PM RANDOM edit delete reply
Counter Monkey - Thieves' World,they were in the castle of their employer trying to steal stuff then the door opens and one of them says "i throw a acid flask to their face" without even seeing who it was and he ends up criting the guy and later like a couple ingame days the employer places a bounty of 5 thousand gold pieces on the person so the party was torn but they managed to do well under stress and able to make alot of money without giving away the guy its near the end of this video and at the start of part 2
Matt 16th Feb 2015, 9:36 PM edit delete reply
Years late with this one, but felt I had to share it. I commonly play Lawful Neutral Clerics, and at one point had the grand luck to unknowingly create a follower of what turned out to be the state religion as the campaign unfolded. This led to a lot of behind the scenes chatting between the DM and I, including note-passing and after-game meetings. By the time we got to a half reasonable level my character, unbeknownst to the rest of the party, had become a fairly high ranking officer in what was effectively an Inquisition. As the final encounter drew nearer and we learned more about the full threat to church and Kingdom, it became clear to me that the actions the party was choosing were NOT in the best interest of the state as I viewed it, and one night, while camping in an army base, I ordered the base commander to have his troops assassinate the entire party in their sleep so that I could give the necessary relics we had tracked down to more trustworthy sources.

Needless to say, ending the campaign in such a fashion wasn't a popular move, but we were all really big on staying in character and avoiding any meta-gaming, and everyone grudgingly agreed that it *WAS* what the character would have done, so there wasn't much avoiding it.