Advice Regarding Player Who Knows the Big Twists
I'm not sure how to add a flair on Mobile.
I would like some advice about a situation I've found myself in.
My usual group has found a natural stopping point in our previous campaign and are moving onto Season of Ghosts. Without getting long-winded, one of my players has stumbled into >!the two big twists,!< >!namely that the party is in a time loop!< >!and that everyone is already dead.!< I'm wondering if anyone has run the campaign with one player who knows while the rest of the party doesn't. The player in question is bummed that they've spoiled themselves, and pitched a concept to keep it interesting for themselves. They'd like >!to have a character who remembers somewhat the previous iterations but is semi insane from it (their pitch sounded similar to!< >!Ugly-Cute's dreamlike memories, but I know that is coincidence)!< >!and the mystery reveal for their character would be more like "Oh, so that's what was happening" and put context behind her fractured mind instead.!<
My chief concern is that this kind of roleplay will drop too many hints for the other players that I didn't intend--instead of the planned trickles I have--inevitably also spoiling this for the rest of the party. It might also require keying this player in on other mysteries they may not have spoiled for themselves. So far, I've asked that they just make a pretty standard character and to pretend that they don't know in game (everyone at the table is aware of the situation), but they've responded to this imo pretty unenthusiasticly like "I'll just groan in the corner (in game) and deflect in real life while everyone is figuring out the mystery." I want this player to have fun, and I do my best to allow my players these creative freedoms, but I don't know how to make this work.
Any advice or input would be appreciated.
Removing the player from this campaign is not an option. Thank you <3