How can I play a serial killer in a party of good PCs?












2












$begingroup$


A character of mine has died in a game - the "do no harm, break no law" type of paladin - and I wanted to switch it up. I want to play a serial killer type, who believes what he's doing is not wrong, but also recognizes that society doesn't agree with him.



I've had experience with other characters that are evil in a group of good characters, and if they do their evil thing "on screen", the party will usually go out of their way to make excuses to be places that the evil character is, follow him with no reason, or generally be suspicious with no in character reason. I still want to develop my character "on screen", but I don't know how to do so without incurring the meta-game wrath of the party.



To be clear, none of this character's actions would hamper the do-goodness of the party. Distinct from murder hobo. The evil serial killer would carry out his killings at night on people that are unimportant, like a random drunkard in the bar or a criminal in the stocks, and he would work towards the party's good goals, like stopping the evil lich man.



I recognize that if I'm ever caught, I'll surely die at the hands of my party, I just want to organically get there, instead of being "caught" by out of game knowledge on day one.



How can I play this character "on stage" and not encounter the problems listed above? Is this even feasible, without becoming a problem player?










share|improve this question











$endgroup$








  • 1




    $begingroup$
    Will you be naming this character Dexter? Have you already discussed this with your DM?
    $endgroup$
    – KorvinStarmast
    1 hour ago










  • $begingroup$
    @KorvinStarmast DM likes the idea, but also agrees with my analysis of the problem. (He's based off of Jhin)
    $endgroup$
    – Blake Steel
    1 hour ago






  • 1




    $begingroup$
    is your campaign a sandbox campaign? Or there is a storyline? I mean, how downtime activity is handled by your DM? AFAIK, downtime usually is only explained and it happens.
    $endgroup$
    – Vylix
    1 hour ago






  • 1




    $begingroup$
    @Vylix It's a sandbox type game, where we are free to do what we'd like during downtime, and if it's just buying supplies it's glossed over but more detailed stuff (like this would be) would be played out.
    $endgroup$
    – Blake Steel
    1 hour ago
















2












$begingroup$


A character of mine has died in a game - the "do no harm, break no law" type of paladin - and I wanted to switch it up. I want to play a serial killer type, who believes what he's doing is not wrong, but also recognizes that society doesn't agree with him.



I've had experience with other characters that are evil in a group of good characters, and if they do their evil thing "on screen", the party will usually go out of their way to make excuses to be places that the evil character is, follow him with no reason, or generally be suspicious with no in character reason. I still want to develop my character "on screen", but I don't know how to do so without incurring the meta-game wrath of the party.



To be clear, none of this character's actions would hamper the do-goodness of the party. Distinct from murder hobo. The evil serial killer would carry out his killings at night on people that are unimportant, like a random drunkard in the bar or a criminal in the stocks, and he would work towards the party's good goals, like stopping the evil lich man.



I recognize that if I'm ever caught, I'll surely die at the hands of my party, I just want to organically get there, instead of being "caught" by out of game knowledge on day one.



How can I play this character "on stage" and not encounter the problems listed above? Is this even feasible, without becoming a problem player?










share|improve this question











$endgroup$








  • 1




    $begingroup$
    Will you be naming this character Dexter? Have you already discussed this with your DM?
    $endgroup$
    – KorvinStarmast
    1 hour ago










  • $begingroup$
    @KorvinStarmast DM likes the idea, but also agrees with my analysis of the problem. (He's based off of Jhin)
    $endgroup$
    – Blake Steel
    1 hour ago






  • 1




    $begingroup$
    is your campaign a sandbox campaign? Or there is a storyline? I mean, how downtime activity is handled by your DM? AFAIK, downtime usually is only explained and it happens.
    $endgroup$
    – Vylix
    1 hour ago






  • 1




    $begingroup$
    @Vylix It's a sandbox type game, where we are free to do what we'd like during downtime, and if it's just buying supplies it's glossed over but more detailed stuff (like this would be) would be played out.
    $endgroup$
    – Blake Steel
    1 hour ago














2












2








2





$begingroup$


A character of mine has died in a game - the "do no harm, break no law" type of paladin - and I wanted to switch it up. I want to play a serial killer type, who believes what he's doing is not wrong, but also recognizes that society doesn't agree with him.



I've had experience with other characters that are evil in a group of good characters, and if they do their evil thing "on screen", the party will usually go out of their way to make excuses to be places that the evil character is, follow him with no reason, or generally be suspicious with no in character reason. I still want to develop my character "on screen", but I don't know how to do so without incurring the meta-game wrath of the party.



To be clear, none of this character's actions would hamper the do-goodness of the party. Distinct from murder hobo. The evil serial killer would carry out his killings at night on people that are unimportant, like a random drunkard in the bar or a criminal in the stocks, and he would work towards the party's good goals, like stopping the evil lich man.



I recognize that if I'm ever caught, I'll surely die at the hands of my party, I just want to organically get there, instead of being "caught" by out of game knowledge on day one.



How can I play this character "on stage" and not encounter the problems listed above? Is this even feasible, without becoming a problem player?










share|improve this question











$endgroup$




A character of mine has died in a game - the "do no harm, break no law" type of paladin - and I wanted to switch it up. I want to play a serial killer type, who believes what he's doing is not wrong, but also recognizes that society doesn't agree with him.



I've had experience with other characters that are evil in a group of good characters, and if they do their evil thing "on screen", the party will usually go out of their way to make excuses to be places that the evil character is, follow him with no reason, or generally be suspicious with no in character reason. I still want to develop my character "on screen", but I don't know how to do so without incurring the meta-game wrath of the party.



To be clear, none of this character's actions would hamper the do-goodness of the party. Distinct from murder hobo. The evil serial killer would carry out his killings at night on people that are unimportant, like a random drunkard in the bar or a criminal in the stocks, and he would work towards the party's good goals, like stopping the evil lich man.



I recognize that if I'm ever caught, I'll surely die at the hands of my party, I just want to organically get there, instead of being "caught" by out of game knowledge on day one.



How can I play this character "on stage" and not encounter the problems listed above? Is this even feasible, without becoming a problem player?







dnd-5e character-creation party






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 5 mins ago









V2Blast

23.3k375146




23.3k375146










asked 2 hours ago









Blake SteelBlake Steel

2,716430




2,716430








  • 1




    $begingroup$
    Will you be naming this character Dexter? Have you already discussed this with your DM?
    $endgroup$
    – KorvinStarmast
    1 hour ago










  • $begingroup$
    @KorvinStarmast DM likes the idea, but also agrees with my analysis of the problem. (He's based off of Jhin)
    $endgroup$
    – Blake Steel
    1 hour ago






  • 1




    $begingroup$
    is your campaign a sandbox campaign? Or there is a storyline? I mean, how downtime activity is handled by your DM? AFAIK, downtime usually is only explained and it happens.
    $endgroup$
    – Vylix
    1 hour ago






  • 1




    $begingroup$
    @Vylix It's a sandbox type game, where we are free to do what we'd like during downtime, and if it's just buying supplies it's glossed over but more detailed stuff (like this would be) would be played out.
    $endgroup$
    – Blake Steel
    1 hour ago














  • 1




    $begingroup$
    Will you be naming this character Dexter? Have you already discussed this with your DM?
    $endgroup$
    – KorvinStarmast
    1 hour ago










  • $begingroup$
    @KorvinStarmast DM likes the idea, but also agrees with my analysis of the problem. (He's based off of Jhin)
    $endgroup$
    – Blake Steel
    1 hour ago






  • 1




    $begingroup$
    is your campaign a sandbox campaign? Or there is a storyline? I mean, how downtime activity is handled by your DM? AFAIK, downtime usually is only explained and it happens.
    $endgroup$
    – Vylix
    1 hour ago






  • 1




    $begingroup$
    @Vylix It's a sandbox type game, where we are free to do what we'd like during downtime, and if it's just buying supplies it's glossed over but more detailed stuff (like this would be) would be played out.
    $endgroup$
    – Blake Steel
    1 hour ago








1




1




$begingroup$
Will you be naming this character Dexter? Have you already discussed this with your DM?
$endgroup$
– KorvinStarmast
1 hour ago




$begingroup$
Will you be naming this character Dexter? Have you already discussed this with your DM?
$endgroup$
– KorvinStarmast
1 hour ago












$begingroup$
@KorvinStarmast DM likes the idea, but also agrees with my analysis of the problem. (He's based off of Jhin)
$endgroup$
– Blake Steel
1 hour ago




$begingroup$
@KorvinStarmast DM likes the idea, but also agrees with my analysis of the problem. (He's based off of Jhin)
$endgroup$
– Blake Steel
1 hour ago




1




1




$begingroup$
is your campaign a sandbox campaign? Or there is a storyline? I mean, how downtime activity is handled by your DM? AFAIK, downtime usually is only explained and it happens.
$endgroup$
– Vylix
1 hour ago




$begingroup$
is your campaign a sandbox campaign? Or there is a storyline? I mean, how downtime activity is handled by your DM? AFAIK, downtime usually is only explained and it happens.
$endgroup$
– Vylix
1 hour ago




1




1




$begingroup$
@Vylix It's a sandbox type game, where we are free to do what we'd like during downtime, and if it's just buying supplies it's glossed over but more detailed stuff (like this would be) would be played out.
$endgroup$
– Blake Steel
1 hour ago




$begingroup$
@Vylix It's a sandbox type game, where we are free to do what we'd like during downtime, and if it's just buying supplies it's glossed over but more detailed stuff (like this would be) would be played out.
$endgroup$
– Blake Steel
1 hour ago










2 Answers
2






active

oldest

votes


















6












$begingroup$

Your problem is meta, solve it meta



Tell other players, including your DM, that you are planning to play this character that does justice serial-killing. Other characters might feel this character is shady, which is fine, but ask them not to uncover your hobby too quickly. Tell them that you want to develop this character, at least for x sessions.



The in-universe explanation would be that most people tend not to stick their nose in other's business, and respect each other doing in their time. Ask for your DM's cooperation.




  • If they try to follow you, DM will say they lose you after a while (you should be trained in shaking pursuers, I guess?)

  • If they become suspicious of you, ask the player to explain why their character became suspicious and what they are suspicious about. Everyone has secrets to hide, and they won't know exactly what you are doing

  • Start stating where you will be hunting your prey after others state their whereabout. You can choose victims where other PCs are not there


DnD is not a game of hide and seek, a competition where other players want to uncover your dark side, unless you are playing the villain. Even so, DnD is a game of story. What fun it would be if the villain is uncovered on first session and killed? Instead, ask their help to build the story, until the day where you think you want to play another character, when their suspicion is proven and this time you fail to escape and must accept the judgement.






share|improve this answer











$endgroup$









  • 2




    $begingroup$
    Although this isn't the strategy I've used in the past, I'm a fan of this strategy. Especially the part where you tell the other players. I've heard it said that "a story that only you know isn't a story."
    $endgroup$
    – Gandalfmeansme
    59 mins ago










  • $begingroup$
    I agree. It's fine to deceive the characters, but the story works best when the other players are also aware and can work with you to tell that story.
    $endgroup$
    – V2Blast
    3 mins ago





















2












$begingroup$

Develop a code with your DM



I've played a similar character before: one that was delusional and paranoid, and became quickly convinced that random passerbys were part of a vast and sinister conspiracy against him. My GM knew all this about my character, and we developed a particular way of describing my actions. In my case I said that I was "questioning" the person (my code for murdering them), and would give very vague descriptors of what that meant. For example:





  • "I question this person quickly: I am concerned that their roommate
    may return soon."


  • "I question this person thoroughly, but make sure to
    do so somewhere out of the way."





The GM knew what I was saying, and would give similarly vague and brief descriptions of how that went down. Such as:





  • "Ok, you succeed."

  • "It's not without complications, but nothing of consequence goes wrong."




The descriptors were sufficiently vague that other players didn't feel an immediate need to be a part of that interaction, but it also allowed me to gradually build up the perception (on the part of the other party members) that something peculiar was going on (for example, at one point my GM let me know that my target didn't speak any languages I spoke: I said "I don't see how that's relevant. I question them.").



My other piece of advice would be to be careful that you either keep these interactions brief (in real time), or give other characters an opportunity to interact with you (e.g. have them see you stumble out of a bar without knowing that you are currently stalking a target, and either make an excuse to go about your business or [perhaps even better] divert from you plan and spend some time with them to prevent them from being suspicious). A scene that only has you in it is likely to be less entertaining for other players. Besides, the thrill of almost being discovered could add an interesting spice to your element of the story.






share|improve this answer











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    2 Answers
    2






    active

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    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    6












    $begingroup$

    Your problem is meta, solve it meta



    Tell other players, including your DM, that you are planning to play this character that does justice serial-killing. Other characters might feel this character is shady, which is fine, but ask them not to uncover your hobby too quickly. Tell them that you want to develop this character, at least for x sessions.



    The in-universe explanation would be that most people tend not to stick their nose in other's business, and respect each other doing in their time. Ask for your DM's cooperation.




    • If they try to follow you, DM will say they lose you after a while (you should be trained in shaking pursuers, I guess?)

    • If they become suspicious of you, ask the player to explain why their character became suspicious and what they are suspicious about. Everyone has secrets to hide, and they won't know exactly what you are doing

    • Start stating where you will be hunting your prey after others state their whereabout. You can choose victims where other PCs are not there


    DnD is not a game of hide and seek, a competition where other players want to uncover your dark side, unless you are playing the villain. Even so, DnD is a game of story. What fun it would be if the villain is uncovered on first session and killed? Instead, ask their help to build the story, until the day where you think you want to play another character, when their suspicion is proven and this time you fail to escape and must accept the judgement.






    share|improve this answer











    $endgroup$









    • 2




      $begingroup$
      Although this isn't the strategy I've used in the past, I'm a fan of this strategy. Especially the part where you tell the other players. I've heard it said that "a story that only you know isn't a story."
      $endgroup$
      – Gandalfmeansme
      59 mins ago










    • $begingroup$
      I agree. It's fine to deceive the characters, but the story works best when the other players are also aware and can work with you to tell that story.
      $endgroup$
      – V2Blast
      3 mins ago


















    6












    $begingroup$

    Your problem is meta, solve it meta



    Tell other players, including your DM, that you are planning to play this character that does justice serial-killing. Other characters might feel this character is shady, which is fine, but ask them not to uncover your hobby too quickly. Tell them that you want to develop this character, at least for x sessions.



    The in-universe explanation would be that most people tend not to stick their nose in other's business, and respect each other doing in their time. Ask for your DM's cooperation.




    • If they try to follow you, DM will say they lose you after a while (you should be trained in shaking pursuers, I guess?)

    • If they become suspicious of you, ask the player to explain why their character became suspicious and what they are suspicious about. Everyone has secrets to hide, and they won't know exactly what you are doing

    • Start stating where you will be hunting your prey after others state their whereabout. You can choose victims where other PCs are not there


    DnD is not a game of hide and seek, a competition where other players want to uncover your dark side, unless you are playing the villain. Even so, DnD is a game of story. What fun it would be if the villain is uncovered on first session and killed? Instead, ask their help to build the story, until the day where you think you want to play another character, when their suspicion is proven and this time you fail to escape and must accept the judgement.






    share|improve this answer











    $endgroup$









    • 2




      $begingroup$
      Although this isn't the strategy I've used in the past, I'm a fan of this strategy. Especially the part where you tell the other players. I've heard it said that "a story that only you know isn't a story."
      $endgroup$
      – Gandalfmeansme
      59 mins ago










    • $begingroup$
      I agree. It's fine to deceive the characters, but the story works best when the other players are also aware and can work with you to tell that story.
      $endgroup$
      – V2Blast
      3 mins ago
















    6












    6








    6





    $begingroup$

    Your problem is meta, solve it meta



    Tell other players, including your DM, that you are planning to play this character that does justice serial-killing. Other characters might feel this character is shady, which is fine, but ask them not to uncover your hobby too quickly. Tell them that you want to develop this character, at least for x sessions.



    The in-universe explanation would be that most people tend not to stick their nose in other's business, and respect each other doing in their time. Ask for your DM's cooperation.




    • If they try to follow you, DM will say they lose you after a while (you should be trained in shaking pursuers, I guess?)

    • If they become suspicious of you, ask the player to explain why their character became suspicious and what they are suspicious about. Everyone has secrets to hide, and they won't know exactly what you are doing

    • Start stating where you will be hunting your prey after others state their whereabout. You can choose victims where other PCs are not there


    DnD is not a game of hide and seek, a competition where other players want to uncover your dark side, unless you are playing the villain. Even so, DnD is a game of story. What fun it would be if the villain is uncovered on first session and killed? Instead, ask their help to build the story, until the day where you think you want to play another character, when their suspicion is proven and this time you fail to escape and must accept the judgement.






    share|improve this answer











    $endgroup$



    Your problem is meta, solve it meta



    Tell other players, including your DM, that you are planning to play this character that does justice serial-killing. Other characters might feel this character is shady, which is fine, but ask them not to uncover your hobby too quickly. Tell them that you want to develop this character, at least for x sessions.



    The in-universe explanation would be that most people tend not to stick their nose in other's business, and respect each other doing in their time. Ask for your DM's cooperation.




    • If they try to follow you, DM will say they lose you after a while (you should be trained in shaking pursuers, I guess?)

    • If they become suspicious of you, ask the player to explain why their character became suspicious and what they are suspicious about. Everyone has secrets to hide, and they won't know exactly what you are doing

    • Start stating where you will be hunting your prey after others state their whereabout. You can choose victims where other PCs are not there


    DnD is not a game of hide and seek, a competition where other players want to uncover your dark side, unless you are playing the villain. Even so, DnD is a game of story. What fun it would be if the villain is uncovered on first session and killed? Instead, ask their help to build the story, until the day where you think you want to play another character, when their suspicion is proven and this time you fail to escape and must accept the judgement.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited 14 mins ago









    Laurel

    420311




    420311










    answered 1 hour ago









    VylixVylix

    12.4k251147




    12.4k251147








    • 2




      $begingroup$
      Although this isn't the strategy I've used in the past, I'm a fan of this strategy. Especially the part where you tell the other players. I've heard it said that "a story that only you know isn't a story."
      $endgroup$
      – Gandalfmeansme
      59 mins ago










    • $begingroup$
      I agree. It's fine to deceive the characters, but the story works best when the other players are also aware and can work with you to tell that story.
      $endgroup$
      – V2Blast
      3 mins ago
















    • 2




      $begingroup$
      Although this isn't the strategy I've used in the past, I'm a fan of this strategy. Especially the part where you tell the other players. I've heard it said that "a story that only you know isn't a story."
      $endgroup$
      – Gandalfmeansme
      59 mins ago










    • $begingroup$
      I agree. It's fine to deceive the characters, but the story works best when the other players are also aware and can work with you to tell that story.
      $endgroup$
      – V2Blast
      3 mins ago










    2




    2




    $begingroup$
    Although this isn't the strategy I've used in the past, I'm a fan of this strategy. Especially the part where you tell the other players. I've heard it said that "a story that only you know isn't a story."
    $endgroup$
    – Gandalfmeansme
    59 mins ago




    $begingroup$
    Although this isn't the strategy I've used in the past, I'm a fan of this strategy. Especially the part where you tell the other players. I've heard it said that "a story that only you know isn't a story."
    $endgroup$
    – Gandalfmeansme
    59 mins ago












    $begingroup$
    I agree. It's fine to deceive the characters, but the story works best when the other players are also aware and can work with you to tell that story.
    $endgroup$
    – V2Blast
    3 mins ago






    $begingroup$
    I agree. It's fine to deceive the characters, but the story works best when the other players are also aware and can work with you to tell that story.
    $endgroup$
    – V2Blast
    3 mins ago















    2












    $begingroup$

    Develop a code with your DM



    I've played a similar character before: one that was delusional and paranoid, and became quickly convinced that random passerbys were part of a vast and sinister conspiracy against him. My GM knew all this about my character, and we developed a particular way of describing my actions. In my case I said that I was "questioning" the person (my code for murdering them), and would give very vague descriptors of what that meant. For example:





    • "I question this person quickly: I am concerned that their roommate
      may return soon."


    • "I question this person thoroughly, but make sure to
      do so somewhere out of the way."





    The GM knew what I was saying, and would give similarly vague and brief descriptions of how that went down. Such as:





    • "Ok, you succeed."

    • "It's not without complications, but nothing of consequence goes wrong."




    The descriptors were sufficiently vague that other players didn't feel an immediate need to be a part of that interaction, but it also allowed me to gradually build up the perception (on the part of the other party members) that something peculiar was going on (for example, at one point my GM let me know that my target didn't speak any languages I spoke: I said "I don't see how that's relevant. I question them.").



    My other piece of advice would be to be careful that you either keep these interactions brief (in real time), or give other characters an opportunity to interact with you (e.g. have them see you stumble out of a bar without knowing that you are currently stalking a target, and either make an excuse to go about your business or [perhaps even better] divert from you plan and spend some time with them to prevent them from being suspicious). A scene that only has you in it is likely to be less entertaining for other players. Besides, the thrill of almost being discovered could add an interesting spice to your element of the story.






    share|improve this answer











    $endgroup$


















      2












      $begingroup$

      Develop a code with your DM



      I've played a similar character before: one that was delusional and paranoid, and became quickly convinced that random passerbys were part of a vast and sinister conspiracy against him. My GM knew all this about my character, and we developed a particular way of describing my actions. In my case I said that I was "questioning" the person (my code for murdering them), and would give very vague descriptors of what that meant. For example:





      • "I question this person quickly: I am concerned that their roommate
        may return soon."


      • "I question this person thoroughly, but make sure to
        do so somewhere out of the way."





      The GM knew what I was saying, and would give similarly vague and brief descriptions of how that went down. Such as:





      • "Ok, you succeed."

      • "It's not without complications, but nothing of consequence goes wrong."




      The descriptors were sufficiently vague that other players didn't feel an immediate need to be a part of that interaction, but it also allowed me to gradually build up the perception (on the part of the other party members) that something peculiar was going on (for example, at one point my GM let me know that my target didn't speak any languages I spoke: I said "I don't see how that's relevant. I question them.").



      My other piece of advice would be to be careful that you either keep these interactions brief (in real time), or give other characters an opportunity to interact with you (e.g. have them see you stumble out of a bar without knowing that you are currently stalking a target, and either make an excuse to go about your business or [perhaps even better] divert from you plan and spend some time with them to prevent them from being suspicious). A scene that only has you in it is likely to be less entertaining for other players. Besides, the thrill of almost being discovered could add an interesting spice to your element of the story.






      share|improve this answer











      $endgroup$
















        2












        2








        2





        $begingroup$

        Develop a code with your DM



        I've played a similar character before: one that was delusional and paranoid, and became quickly convinced that random passerbys were part of a vast and sinister conspiracy against him. My GM knew all this about my character, and we developed a particular way of describing my actions. In my case I said that I was "questioning" the person (my code for murdering them), and would give very vague descriptors of what that meant. For example:





        • "I question this person quickly: I am concerned that their roommate
          may return soon."


        • "I question this person thoroughly, but make sure to
          do so somewhere out of the way."





        The GM knew what I was saying, and would give similarly vague and brief descriptions of how that went down. Such as:





        • "Ok, you succeed."

        • "It's not without complications, but nothing of consequence goes wrong."




        The descriptors were sufficiently vague that other players didn't feel an immediate need to be a part of that interaction, but it also allowed me to gradually build up the perception (on the part of the other party members) that something peculiar was going on (for example, at one point my GM let me know that my target didn't speak any languages I spoke: I said "I don't see how that's relevant. I question them.").



        My other piece of advice would be to be careful that you either keep these interactions brief (in real time), or give other characters an opportunity to interact with you (e.g. have them see you stumble out of a bar without knowing that you are currently stalking a target, and either make an excuse to go about your business or [perhaps even better] divert from you plan and spend some time with them to prevent them from being suspicious). A scene that only has you in it is likely to be less entertaining for other players. Besides, the thrill of almost being discovered could add an interesting spice to your element of the story.






        share|improve this answer











        $endgroup$



        Develop a code with your DM



        I've played a similar character before: one that was delusional and paranoid, and became quickly convinced that random passerbys were part of a vast and sinister conspiracy against him. My GM knew all this about my character, and we developed a particular way of describing my actions. In my case I said that I was "questioning" the person (my code for murdering them), and would give very vague descriptors of what that meant. For example:





        • "I question this person quickly: I am concerned that their roommate
          may return soon."


        • "I question this person thoroughly, but make sure to
          do so somewhere out of the way."





        The GM knew what I was saying, and would give similarly vague and brief descriptions of how that went down. Such as:





        • "Ok, you succeed."

        • "It's not without complications, but nothing of consequence goes wrong."




        The descriptors were sufficiently vague that other players didn't feel an immediate need to be a part of that interaction, but it also allowed me to gradually build up the perception (on the part of the other party members) that something peculiar was going on (for example, at one point my GM let me know that my target didn't speak any languages I spoke: I said "I don't see how that's relevant. I question them.").



        My other piece of advice would be to be careful that you either keep these interactions brief (in real time), or give other characters an opportunity to interact with you (e.g. have them see you stumble out of a bar without knowing that you are currently stalking a target, and either make an excuse to go about your business or [perhaps even better] divert from you plan and spend some time with them to prevent them from being suspicious). A scene that only has you in it is likely to be less entertaining for other players. Besides, the thrill of almost being discovered could add an interesting spice to your element of the story.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited 1 hour ago

























        answered 1 hour ago









        GandalfmeansmeGandalfmeansme

        22.6k486136




        22.6k486136






























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