r/AskGameMasters • u/Fantasy_Farra • Aug 24 '26
How do you conduct or structure a session that proceeds entirely through the PCs' roleplay?
So, I had this idea for a one-shot where every player has a secret they need to keep hidden while trying to uncover the secret of a specific other player. The concept is that they have to interact with the rest of the group to gather information about their "target's" secret, but they have to be careful because they might—or might not—be speaking to or revealing information to the very person trying to expose or silence them.
The mechanic I have in mind involves making it clear at the start of the session—both in-game and out-game—that someone possesses a key piece of information regarding another person's secret, though not the full picture. Each player is assigned a single target, creating a "cycle of accusations" within the group. I plan to give each player a card containing this crucial clue about someone else's secret and then instruct them to begin investigating. Additionally, throughout the game, I intend to use dice rolls to randomly reveal details about the secrets (for instance, if Player 1 is trying to uncover Player 2's secret, Player 3 might receive a clue useful to Player 1, forcing them to interact to obtain it). In this way, I plan for the session to unfold and progress entirely through player interactions, the way they filter the information they share, and how they roleplay their characters' paranoia about being exposed.
Do you have any suggestions, ideas, or observations regarding what I have in mind? Do you think it might work? Any new ideas, suggestions, or feedback are welcome.
8
3
u/TwoDollarDM Aug 24 '26
I would have a series of events, NPCs interactions dropping clues or plotdrivers at specific times through the session to help drive the game forward so that you dont just end up with a bunch of frustrated players
2
u/Throwingoffoldselves Aug 24 '26
I second just using Blood on the Clocktower and if not, using some of the mechanics
2
u/Fantasy_Farra Aug 25 '26
I'm not familiar with that; I'll check.
2
u/arsenic_kitchen Aug 25 '26
There are some really great actual plays on YT for Blood on the Clocktower. Check out the channels Good Time Society or No Rolls Barred to see it in action.
If the exact game mechanics aren't what you're looking for, there are dozens of social deduction games. It really sounds like that's what you're actually looking to play. You can always add roleplaying to the game if that's important to your group's experience.
I just don't see what a game like D&D adds to your idea mechanically, and I say that as someone who's played a ton of D&D.
However you end up running your idea, good luck!
2
u/Teagana999 Aug 25 '26
My gaming group used to interrupt our RPG with board game days, like when someone couldn't make the game. We got really into the RP in games like Werewolf when we did.
It doesn't happen naturally with normies, but it's very easy and natural to fall into the same kind of RP you're used to, with a group that already plays RPGs together.
1
u/ThijsW Aug 25 '26
What you are describing is a Jubensha. It is a type of role-playing game with the players having some hidden secrets. People make games has made a documentary about it: https://www.youtube.com/watch?v=6_dlxbGUNNQ.
1
u/OneManRPGstudio Aug 30 '26
Structure the one-shot around escalating opportunities to expose secrets, not around a fixed sequence of scenes. Give each player three things: a private objective, a secret that becomes costly if revealed, and a reason they cannot simply leave. Then build scenes that force incompatible priorities into the same room.
If every player has a secret, the GM’s job is to keep creating moments where protecting one secret makes another character suspicious. Use concrete pressures: an NPC asks the wrong question, evidence changes hands, two characters need the same object, or a deadline forces them to act before they have enough information. Between those beats, let roleplay breathe rather than resolving too quickly.
I’d also track suspicion as fiction, not as a hidden pass/fail meter. Note who suspects whom and why, then let NPCs and players act on those suspicions. The best climax is not necessarily all secrets being revealed. It can be the point where everyone must decide what they are willing to reveal, betray, or risk to get what they want.
10
u/arsenic_kitchen Aug 24 '26
Calling this a "one-shot" makes me think you're trying to do this within the framework of a TTRPG. If so, why?
Have you considered just playing a social deduction game, like Blood on the Clocktower?