Ok. First, what would make a single player go off on their own after a battle to come into a dark room in an 'evil wizard's' home?
While I like the concept of it, I love throwing curve balls at my group, I don't feel it is plausible the way it is described. I love the concept, just not the way it was delivered. I feel it needs more background into the item and possible setting then a description of how the fight fought himself and then found himself in another room with his party. What does the mirror look like, how was it made, why was it made?
The response anyone in my group would be, without prior knowledge of it from me, would be. "What? Wait did you just say I walked into the room? I am in the room." Which then would cause a five minute debate on what really transpired.
I think you definately eed to pick the right player. I have five players in my group and only two of them could pull that off.
My addition would be this. Instead of beating the evil badguy wizard. During the fight, have a spell go off and the entire party is seperated. Wizard isn't destroyed, he is still there but gearing up to get right of the pests he has placed through his house. Could have been an accident, could have been planned. One of those who you choose before hand ends up walking into a room with a wall or a very large mirror. The person enters and sees themself. I would explain how the difference in the mirror is slight but nearly the same. Colors and textures seem off. Then when they turn to leave, have the reflection in the mirror do something different to catch their eye. The person walks to inspect it, if they touch it then bam... if not, have it reach out and touch them. Battle ensues between the two and one of them runs off through the castle. At this point tell them they feel oddly detached but it could be due to having to fight themself. A chase ensues. Have them meet up with a member of the party or two. have the others leave the room, or call a break and talk to them seperately. They meet have both people think its the real one. Then pull the rest aside and meet with the other one. Make both groups think the one with them is real. If there is confusion tell the person as far as you know this is what happened. When the two groups meet, an interesting fight should happen with the bad one claiming the others with the real character are also fake and its a ploy by the wizard.
I realize I went into far more detail than I wanted to. A plot like this I realy don't see a good way to detail it where it is impartial without making it seem like a module. Go to Comment
Reads like the effect you get from the old AD&D Mirror of Opposition so the Demon Mirror could be a variation on that, although I do agree with Mourngryman that it could use a little more explanation - perhaps you should write up and post the item
My only gripe is that it kind of relies on the party being split up (and when have you EVER seen a party split up voluntarily) - not too much of a problem though since even a half-decent GM should be able to engineer this if he really has to
A variation: The demon copy doesn't immediately attack, but instead slips away and heads back to town. He then starts the traditional demonic crime spree (i.e. well into Jack the Ripper territory here) and, of course, our hapless hero is positively identified as the culprit. You now have the seeds of a nice little murder mystery.
Not necessarily EchoMirage - depends how you run it
The trick is the run the crime spree over a period of time, perhaps a LONG period of time - let it build up over the course of several game weeks (or months, or years) - after all no group, however close, stays together ALL the time
Have the atrocities happen in the 'down time' between scenarios, when the group splits up to do all the mundane things of life - this works best if the PCs all have interests independent of the group - e.g. clerics would have temples to run (or at least temple duties to perform), wizards might have to spend a lot of time researching magical effects, etc
If done right (and with a little bit luck), it should be possible to build a really good head of paranoia, even with the PC who's been copied - after all, do you remember EXACTLY what you were doing at 2:33AM a week last Tuesday? - are you really SURE you were snuggled up with that tavern girl? - and doesn't the latest victim look an awful lot like her?
All it takes is a little imagination and a group that is prepared to role-play Go to Comment
I think Nobody's and DragonLord's comments of October 20 are the combination. Add some classic murder mystery to the classic roleplaying scenario with an evil twin. There is real potential there, I think. Works best with an experienced -- and perhaps bored -- band of players, since it is different. Go to Comment
Hey this is a great submission, with a great idea! The duplication thing itself isn't new at all (doppleganger in 1st ed. d&d basically offers the same situation) but the way you propose to manage it is awesome! Go to Comment
A solid if confusing idea has been done but I like how you set this up, limiting Meta gaming and adding an element of shook. I do however believe that the players may not always enjoy the loss of character control Go to Comment
Meh...I might have to get an account, just so I don't have to have the name "Barbarian Horde"...
Anywho, I think this item is quite unique in idea. Toss it to a character, and watch the humour unfold...The implimentation might be hard though.
One question: You mention charges, yet say the collar has a set limit to how far ahead it can see...Is it a direct ratio for how long (not how far) you can see the future and how long you've worn the collar before-hand to build up "credit"? Go to Comment
That is complicated. It would seem to be difficult to determine what is going on to a player who acquired this in a roleplaying game unless the DM were to provide some background or explanation. Probably I would not be good enough to moderate the use of such an item without really screwing it up, so I will leave this little goody to the experts. Go to Comment