Secret card
A card that narrator can give to one player or more without anyone seeing it or knowing about it.
It will create a “Game of Throne” kind a story
Example: Josh saw Gerard drinking blood from a man they just killed.
1. The narrator can give the card to Josh character and Gerard character, they both know that the other one know about it and it create a “cat mouse” relationship between the two, Gerard can't do much about it and need to be careful with his approach to Josh and Josh can use it to his advantage.
2. The narrator can also give a card to Simone that he saw Gerard drinking the blood and Josh seeing it but the two don’t know that he was there.
Example: Malcom is part of the crew and every one like him, but they don’t know that Malcom is an agent of the secret society and will back-stab them after they lead him to the lost treasure.
Example: players can write their own secrets cards (after the narrator approve it)
1. (Before the start of the game) I saw all my family butchered in front of me which left me with serious bonding issue
2. (In course of the game) I fell in love with Haley and now I want to spend more time with her
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Rider commented
I started a game that pits a few characters against each other, and gave one a key and a note with the suggestion to not spread the information he has around. I also gave another character a knife that was implied to be a secret from the other characters. But since this clearly announces the items, even though the writers are good and don't use the information they found outside of game, it's still publicly known at this point.
I suggest just a little option on whether or not to announce when a character picks a card up or is given a card. That way, cards with sickness or something completely undetectable can be held as personal assets from the rest of the group, creating drama later.
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Eraille commented
While I can see the utility of this, now that we have narrator-to-player PMs in place, is it really needed? Granted, it would make the bookeeping easier.
Also, supposedly we're going to get 'player notes' implemented at release...some time...along with premises and narrator intel which might obviate the need for this.