Secret Societies by
Sean
One Powerful game tool is the Secret
society. When the pc's don't know who they are up against,
they tend to fear the unknown, and jump at every Shadow. When
the party begins to suspect everyone of being in on a certain
plot, you have the mistrust of everyone. Then you can play
on that. "Don't you trust me" the town blacksmith
will say. Now is he saying that because we SHOULDN'T trust
him or because he's hurt because we DON'T. Now, this is a
desirable state to be in, but how do we get there. Well, at
first it can come from subtle seemingly unrelated attacks.
Maybe the assassin who tried to kill one party member and
a random goblin both had 10 gold pieces in one pocket. Some
kinda symbol that you should let your party begin to notice.
Do not force this information on them, let them gradually
realize this. When they start to dig around for information
that it begins to get interesting and you can have the kind
of intrigue parties love. If people have heard of this group,
they may show fear at the mention of its name. Maybe several
people the party asks for information wind up dead the next
day. Now this kind of current information is not going to
be available in books, and the gather information skill is
not going to turn up any information unless its a roll of
30 or higher, maybe even higher than that depending on how
secret it is.
Now while the information on who this
society is is unknown to the pc's, you as the dm should have
an idea of what kind of group this is.