Monday, October 26, 2026

Clandestine Turns: Initial Pitch

Scheming Smiling Man Rubbing His Hands In Free Stock Photo and Image  135250094

This is the Leadup


So while I was running 4e-

SIT DOWN. I'm going somewhere with this.

Anyway.

While I was running my last campaign of the 4th edition of Dungeons and Dragons, back in 2011, I started doing something on reflex: giving each player private time to do one private scene. No other players in the room. Wasn't really thinking about it. I just liked stirring the pot.

And it worked. Word spread. It was so entertaining I had people coming in to watch my 4e sessions, as a spectator thing. No, I didn't know about actual plays at the time. If you're wondering if I recorded the sessions.. no? Not really something I was thinking about at 22. I was actually more annoyed by the spectators than anything, because they wouldn't shut up and I wanted to.. oh I dunno... play the game.

But this one change was apparently very entertaining for others. And it was definitely fun! And, once I found the BROSR, I went, "Oh, that's kind what I was doing back in 2011." But when I looked around, I couldn't find anyone doing it. So I forgot about it like an idiot.

Well,  I remembered.

So here I am, writing about it. Better late than never.

And then I needed to come up with a name: the Clandestine Turn. It probably sucks. Oh, and other people have probably done it, but I don't know about them, so. Obviously if someone else came up with this, I don't deserve the credit for founding it.

Get on With It!

FINE

This is intended to be used with DnD, something like it, or whatever you got that builds downtime into the game. I did it during "long" rests during 4e, when everyone bedded down for the night.

During a rest, each player gets a number of Clandestine Turns with the GM. Everyone else goes and takes a break, after y'all figure out how much HP and whatnot is recorded.

If it's a "short" rest (aka 6-8 hours or whatever your version of bedding down for the night) you get 1 turn. 
If it's a "long" rest (weeks) you get a turn a day.

During this point in time, the player can come to the GM with any idea they have, and then negotiate it loosey-goosey. Anything. 

Well, sorta. 

If a roll is needed or whatever, do it, but it can't break the terms of "resting" in your rules. It actually has to be pretty light. You get about five minutes max with the GM, alone, to resolve something. 

The key is this alone time is not optional. Every rest, everyone must take this alone time with the GM. And unless someone else has set up a surveillance method on you, nobody knows what you’re doing. So even if you just sit and do nothing, nobody can verify it.

The knock on effects of this are hilarious, especially if you have a game with alignments or another way to publicly signal the moral outlook of characters. What’s a Lawful Good Paladin gonna do with their five minutes? That Chaotic Neutral Rogue? 

The answer may be nothing. 

Or it may be everything.

You don’t know. 

And that moment when two people volunteer to take a turn together? Oh forget about it. Coalitions will form. And suddenly the GM doesn’t really need to prep, because players are doing stuff behind each other’s backs, openly. Actions havre consequences. All the GM has to do is visit hilariously cruel consequences on everyone, and the game suddenly gets cutthroat. If everyone pays the price for one man’s folly, they’re going to start squabbling.

All from a few minutes of silence.

Example of Play: The Clandestine Turn in Adventurer Conqueror King Imperial Imprint

Setting the Scene: The party—consisting of Sir Gareth (a Lawful Paladin), Vesper (a Chaotic Assassin), and Brother Thaddeus (a Neutral Cleric)—has just cleared the first level of a subterranean temple. They are bedding down for a standard 8-hour camp rest.

The GM calls for tracking HP and resource updates, and then announces: “Right, camp is set. Everyone step away from the table for your Clandestine Turns. Vesper, you’re up first. The rest of you, take a ten-minute break.”


Turn 1: Vesper the Assassin

The Setup: Vesper pulls the GM aside. She wants to use her 5 minutes of clandestine camp time to quietly rifle through Sir Gareth’s saddlebags while he sleeps, looking for the ruby they found earlier that Gareth claimed responsibility for safeguarding.

In ACKS, sleight of hand or stealth tasks during rest depend on movement, noise, and surprise. Since Gareth is asleep, the GM calls for a standard proficiency or dexterity check, or a quick roll against Vesper's Thievery proficiency. She passes easily.

The GM whispers: “You successfully slip your fingers into the velvet pouch. You don’t find the ruby, but you do find a strange, sealed parchment bearing the wax seal of a known local heretical cult. You pocket it."

Turn 2: Sir Gareth the Paladin

The Setup: Vesper steps away, and Sir Gareth takes his turn at the GM's station. Gareth says, “I spent my rest keeping a quiet, watchful eye on our camp perimeter, specifically looking for any signs of foul play or nocturnal trickery from Vesper. I don’t trust her.”

Normally, the GM would say that this would interrupt the rest, but Vesper's player has no idea Gareth is watching her, so it's not exactly a difficult roll. The GM rolls a secret Wisdom or perception check for Gareth to see if he catches Vesper in the act. He does.

The GM says: “From the shadow of your bedroll, you didn't just watch the perimeter—you saw Vesper’s silhouette creeping near your gear. You didn't stop her, but you saw her hand slip away from your pack. You now know she’s up to something, but you have no proof to show the others yet.”

Turn 3: Brother Thaddeus the Cleric

Thaddeus takes his turn. "I want to spend my clandestine time praying quietly to my deity for insight, but wait... can I approach Vesper and ask to spend my turn with her?”

The GM grins. “You volunteer to take your turn together? Done.” He calls Vesper in. Gareth's player, of course, sees this happening and gets absolutely no explanation for it.

Thaddeus corners Vesper during their shared 5-minute block. “Vesper, I saw you cleaning your blade earlier with dried blood that wasn’t from a goblin. If you’re planning something that brings the wrath of the Law down on this party, my god will know. Cut me in, or I start asking louder questions.” Vesper’s player has to negotiate on the spot. Does she share information, lie, or threaten him? Vesper decides to offer a partial truth to keep him quiet, creating an uneasy alliance right under the Paladin's nose.

The Aftermath

The break ends, and everyone returns to the main table.

Sir Gareth looks coldly at Vesper, his Lawful suspicions heightened, though he says nothing publicly yet. The player knows something is up, but can't put his finger on it. Not yet.

Vesper acts completely innocent, but has no idea that Sir Gareth knows a bit more than he's letting on to. She's got a weird document she lifted off the Paladin and a secret... pact with the Cleric.

Brother Thaddeus sits quietly, now tied to the rogue's schemes. He knows Sir Gareth is only going to sit on that forever, so he preps a few more offensive spells than he normally would. When that dude comes swinging, Brother Thaddeus will be ready.

The Note Passing

Combine this practice with passing notes instead of answering questions out loud, and you will find that the tension is almost palpable. Make sure that it's stuff that other characters wouldn't see or whatnot.

For instance, Sir Gareth is alone in a room, and when he searches said room, the GM rolls his search for him, like normal. He then writes something down on a piece of paper, and hands it down to Sir Gareth.

The paper reads:

You didn't find anything, what a relief!


Sir Gareth smiles a bit ruefully, and doesn't say anything. Everyone else wants to know what it is. He ain't talking.

But One Thing Should Be Known!

At least, in theory. This I haven't tested out all that much to prove veracity, but in theory everyone should have a good idea of all the characters' alignments. This allows people to make general guesses that they think are accurate enough... But anyone with half a brain knows the alignments are pretty broad, and don't stop all that much if it comes down to brass tacks. It sets up enough of an expectation that it actually confuses a lot more than it helps.

And yes, we want that.

In Summary

What makes the Clandestine Turn, along with passing notes, so lethal is that it turns inaction into a weapon. By making the private turn mandatory—even if a character does absolutely nothing—you strip the rest of the table of certainty. The paladin sitting quietly in his bedroll is suddenly just as suspicious as the assassin skulking in the shadows, because no one can verify the silence.

You give players an unmonitored sanctuary, hand them five minutes of the GM’s undivided attention, and watch as alliances, betrayals, and unspoken truces form out of thin air. All it takes is five minutes, a closed door, and a piece of paper that says nothing at all.

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