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Re: torture
And of course you can do this same thing at rate 2 as you could at
rate 50. If its pure roleplaying then the player will always be able
to interrogate people even if the adventurer could not. A good
roleplayer won't push this limit, but a lot of others will.
A lot of skills should be roleplayed out. The roll just determines
if you were successful. Make the skill "interrogation" and then
let the GM assign a die roll based on how good a roleplaying job
the player did. I realize that rules encouraging roleplaying are
frowned on, but are the worth considering? Or just make the skill
and lame players will roll dice, and good players will roleplay
and then roll the dice.
-Steve
On Thu, Mar 09, 2000 at 10:48:39AM -0500, Benjamin Austin wrote:
>
>
> I have been roleplaying "interogation" for years. As I mentioned when I
> first posed the questions, I'm not looking for a way around roleplaying.
> Rather, I'm simply looking for something to reflect the additional effort
> gone into the attempt to withdraw information from a reluctant person.
>
> Now, I can tell GMs in detail how I go through all the motions of making
> the person's stay uncomfortable for them. In fact, I have. I then
> proceed to question the GM's actor in a very systematic way - sometimes
> this takes a while. Then, and most often, the GM usually dismisses the
> attempt and says that I have gotten nothing out of the actor. However,
> what is more irritating is that then another party member can capture the
> same person, role against their torture skill, and the person confesses
> the world.
>
> I do not see how a successful interogation is any more of a plot-buster
> than a successful torture. The only end difference that I can see is that
> there may be more ramifications from a tortured person, but I have yet to
> see any of those manifest themselves in a game.
>
> BJ
>
>
> On Wed, 8 Mar 2000, Andrew Luers wrote:
>
> >
> >
> > I agree with you on many points. I make the players
> > roleplay at less a little. Please note most players
> > WANT to roleplay it out. I give information back
> > though base on their skill and time to torture the
> > person.
> >
> > My two cents
> > Andrew L.
> >
> > --- Daniel Lawrence <dan@aquest.com> wrote:
> > > Well,
> > > My first reaction is simple..... We tried to avoid
> > > building any skills into
> > > the system which would be 'plot busters'. An
> > > actually interrogation skill
> > > which would allow an adventurer to extract
> > > information from an actor reduces
> > > the thinking and role-playing aspect of the game
> > > down to a dice roll. You
> > > kidnap a baddy... you use your Interrogation skill
> > > on him.. and all is
> > > revealed. That is why I believed that this scenario
> > > should be handled as a
> > > role-playing situation, with the GM adjudicating the
> > > results from the
> > > actions of the adventurers in the context of the
> > > situation rather then
> > > having this particular situation reduced to a die
> > > role. That is why the
> > > Torture skill is about the physical manifestations
> > > of pain. The adventurer
> > > tortures the actor (or other adventurer... or
> > > whomever) and succeeds at
> > > inflicting pain or not. The GM (or player) then
> > > decides, based on the
> > > personality, loyalty, and etc. of the tortured actor
> > > if they crack and spill
> > > their guts.
> > >
> > > Daniel Lawrence
> > > dan@aquest.com
> > > (765) 742-5153 work
> > > (765) 426-3409 cell
> > >
> > > -----Original Message-----
> > > From: Andrew Luers [mailto:orc_food@yahoo.com]
> > > Sent: Wednesday, March 08, 2000 12:01 AM
> > > To: Benjamin Austin
> > > Cc: gmlist@cioe.com
> > > Subject: Re: torture
> > >
> > >
> > >
> > >
> > >
> >
>