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Implement uncertainty-based trigger system for Doppelganger Dance meta-gaming#26

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Implement uncertainty-based trigger system for Doppelganger Dance meta-gaming#26
Copilot wants to merge 2 commits into
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copilot/fine-tune-doppelganger-dance

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Copilot AI commented Nov 23, 2025

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GM needs players to control doppelgangers without obvious NPC tells, but players knowing their assignments from start creates meta-gaming issues and performance problems.

Changes

Replaced dual-identity card system with uncertainty-based revelation

  • Players receive two identical character sheets but don't know which is the imposter until triggered
  • External events reveal truth: detect thoughts, combat damage < 50% HP, signature ability attempts, Truth Bell (Round 5 failsafe)
  • Post-reveal: players continue controlling both but now know imposter's goal

Added GM workflow structure

  • Pre-session setup: circular assignment chain (Alice→Bob→Carol→Alice)
  • Character sheet templates formatted identically to prevent tells
  • Trigger event planning table with 5+ revelation methods
  • Private reveal delivery via index cards/DMs/sealed envelopes

Meta-gaming safeguards

  • No out-of-game questions policy
  • Dual roleplay commitment requirement
  • Staggered reveal timing (Round 5 failsafe prevents endless uncertainty)
  • Friendly-fire mercy rules with contested saves

Documentation additions

  • 4-player play example (Rounds 1-8 walkthrough)
  • Concerns & mitigations table (7 edge cases addressed)
  • Edge case handling guide
  • Session Zero player brief

Example Flow

Round 1-2: Alice controls "Alice (Fighter)" + "Bob (Rogue)" - uncertain which is real
Round 3: Carol casts detect thoughts on Bob → GM privately reveals to Alice which sheet is imposter
Round 4: Alice continues playing both, but now subtly shifts imposter toward sabotage
Round 5: Truth Bell reveals all remaining imposters simultaneously

Result: GM cognitive load distributed to players, no obvious NPC behavior, genuine uncertainty prevents meta-gaming.

Original prompt

This section details on the original issue you should resolve

<issue_title>Fine-Tuning meta gaming for doppelganger dance</issue_title>
<issue_description>I want to more thoroughly work bout the game 'doppelgangers dance'

I, as the GM don't want to have to run all of the doppelgangers and it would be obvious which one was the doppelganger. So what I'm thinking is that I will have each player run two of their characters. Even they would not know which one was the doppelganger until I give them a sign of which was which. That sign would be triggered by something that somebody other than the doppelganger character did.

This is more about making the game fun and interesting. Think carefully about the metagaming structure and what would work well. Suggest improvements and raise concerns.

</issue_description>

Comments on the Issue (you are @copilot in this section)


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…certainty-based trigger system

Co-authored-by: bestdan <2766380+bestdan@users.noreply.github.com>
Copilot AI changed the title [WIP] Refactor metagaming structure for doppelganger dance Implement uncertainty-based trigger system for Doppelganger Dance meta-gaming Nov 23, 2025
Copilot AI requested a review from bestdan November 23, 2025 21:11
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Fine-Tuning meta gaming for doppelganger dance

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