Do it if it advances the plot or is necessary. Otherwise, don't reveal it for no reason but to make the player figure it out.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I wouldn't change a character's background without asking first. Turning him into an even unwitting agent for the antagonists might be too much depending on the player. What if this dark magicians guild had infiltrated his guild to cause trouble from within - the giving members bad directions kind of trouble. The player's background remains the same and now he has a rat to catch.
They don’t have to say that organization does not exist, but maybe imply it. If the player figures it out great, but you don’t want to spoon feed it to them unles the plot calls for such a reveal.
Did you have a conversation with the player in Session 0 about how much flexibility the player wants in his own background?
I mean there is a world of difference between the player who makes up Luke Skywalker and, after reading your world background info. and liking Jedi Knights, says, "In my background, my father was a Jedi Knight who was betrayed and murdered by Darth Vader." and you come along later and, without the player having any idea of this, Vader says, "I AM YOUR FATHER," vs. the player who says, "I want to be Force Sensitive but my character is an orphan raised by his aunt and uncle... and I have no idea who his parents were," and you later come along and have Vader say "I AM YOUR FATHER".
In the one case, the player has made an explicit background and you (after presumably having approved it with the player) are unilaterally editing that background, which to me is a no-no. In the other case, the player has left things open, and signaled you that it is OK for you to fill in the gaps. As a DM, when it comes to things like character backgrounds, I let the players tell me how much they want me to fill in, and how much they want to lock in themselves. For instance, in Champions, I offered to the players the option of just assigning a "Hunted" Disadvantage on the basis of "I am hunted on 11 or less by a more powerful villain or group" but leave it like that, and I decide. I was taken up once on this offer. Every other time, the players decided.
And them having decided they were, say, "Hunted by Viper," I did not come along later and say, "There's no such thing as Viper and it turns out you're actually hunted by the KGB." If the player wants to specify things in the background and you, as a GM, approve what's on the character sheet, then what is on the character sheet must stand, absent the player's agreement to make changes.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
If its relevant and can be logically explained, then I say go for it. Player's do design their character's backstory, but how that story fits into the world is your territory - as long as its not going to obviously cause conflict (you know your player better than anyone else here) then it should add to the story.
What it all comes down to is “player agency.” If you take that away, many players tend to feel some-type-of-way. So what you gotta ask yourself is: “Are you taking away that player’s freedom to make decisions for their own character? Well? Are ya?” As long as the answer is “no” then I think you’re fine.
A lot of good points above. My first thought was - get it out on the table. It sounds like you've already decided on the matter, so the only question is really: "Is the campaign ready for this knowledge to be known?"
I tend to keep information too tight myself. Just be aware that telling the player this might change the motivation a lot for the player(s). The campaign might take a sharp turn...
Perhaps try do make the revelation towards the end of the session. That way you have the opportunity to talk with the player "off game", and doesn't force her to play an entire session right after discovering she has been fooled all the way. Perhaps better to figure out what that changes between sessions?
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Ludo ergo sum!
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One of my pc are getting interrogated by the paladin guild in my next session about the people he is working if it comes up he might realise that
The faction he think he's working for is not the faction he is actually working for . iTs some sort of dark magicians guild
But I'm hesitant on revealing this because Im afraid that it would undermine the Pc
what do you guys think
Do it if it advances the plot or is necessary. Otherwise, don't reveal it for no reason but to make the player figure it out.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
I wouldn't change a character's background without asking first. Turning him into an even unwitting agent for the antagonists might be too much depending on the player. What if this dark magicians guild had infiltrated his guild to cause trouble from within - the giving members bad directions kind of trouble. The player's background remains the same and now he has a rat to catch.
its more like:
PC: I work for ........
Npc: but ....... doesn't exist
They don’t have to say that organization does not exist, but maybe imply it. If the player figures it out great, but you don’t want to spoon feed it to them unles the plot calls for such a reveal.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Did you have a conversation with the player in Session 0 about how much flexibility the player wants in his own background?
I mean there is a world of difference between the player who makes up Luke Skywalker and, after reading your world background info. and liking Jedi Knights, says, "In my background, my father was a Jedi Knight who was betrayed and murdered by Darth Vader." and you come along later and, without the player having any idea of this, Vader says, "I AM YOUR FATHER," vs. the player who says, "I want to be Force Sensitive but my character is an orphan raised by his aunt and uncle... and I have no idea who his parents were," and you later come along and have Vader say "I AM YOUR FATHER".
In the one case, the player has made an explicit background and you (after presumably having approved it with the player) are unilaterally editing that background, which to me is a no-no. In the other case, the player has left things open, and signaled you that it is OK for you to fill in the gaps. As a DM, when it comes to things like character backgrounds, I let the players tell me how much they want me to fill in, and how much they want to lock in themselves. For instance, in Champions, I offered to the players the option of just assigning a "Hunted" Disadvantage on the basis of "I am hunted on 11 or less by a more powerful villain or group" but leave it like that, and I decide. I was taken up once on this offer. Every other time, the players decided.
And them having decided they were, say, "Hunted by Viper," I did not come along later and say, "There's no such thing as Viper and it turns out you're actually hunted by the KGB." If the player wants to specify things in the background and you, as a GM, approve what's on the character sheet, then what is on the character sheet must stand, absent the player's agreement to make changes.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
If its relevant and can be logically explained, then I say go for it. Player's do design their character's backstory, but how that story fits into the world is your territory - as long as its not going to obviously cause conflict (you know your player better than anyone else here) then it should add to the story.
Just for clearance
the faction the Pc is working for is perceived as not existent or nonoperational by the Npc's point of view
What it all comes down to is “player agency.” If you take that away, many players tend to feel some-type-of-way. So what you gotta ask yourself is: “Are you taking away that player’s freedom to make decisions for their own character? Well? Are ya?” As long as the answer is “no” then I think you’re fine.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
A lot of good points above. My first thought was - get it out on the table. It sounds like you've already decided on the matter, so the only question is really: "Is the campaign ready for this knowledge to be known?"
I tend to keep information too tight myself. Just be aware that telling the player this might change the motivation a lot for the player(s). The campaign might take a sharp turn...
Perhaps try do make the revelation towards the end of the session. That way you have the opportunity to talk with the player "off game", and doesn't force her to play an entire session right after discovering she has been fooled all the way. Perhaps better to figure out what that changes between sessions?
Ludo ergo sum!