In something like 3-4 different places online, I see different folks asking about how to deal with the issue of interrogation in their games. This recurring issue in roleplaying games comes directly out of a certain way of structuring play, poorly.
“And then, they attack!”
Example: The heroes are investigating an abandoned warehouse when suddenly mysterious assailants attack them!
Let’s start from the top. What purpose does this fight actually serve? Sure, it’s action and action is fun, but why are the attackers’ motives and reasons mysterious? How does it serve your game?
“Uh, well, it brings the clues to the players! Now they have to find out WHY they’re being attacked, right?”
Ok, so clues get brought to them, do they also have to pry those out as well?
Other Media Does This, Instead
In many movies, books, etc. when you have the “kick in the door and get attacked” one of the following things happen which allow the storytellers to avoid turning their heroes into sociopathic interrogators:
1. The assailants declare their business from the beginning. (“The Crimson Sword sends his regards! Now die!”)
2. The assailants spill the beans right after defeat (“Ok, ok, I’m not getting paid enough for this job!”)
3. The heroes can deduce information using their own knowledge (“That’s the Lu family sword style!”)
4. The scene simply skips ahead (“Using the info we got from those thugs, it should be on this dock here…”)
Structured for Failure
A lot of times the reason for this kind of thing is that a lot of the combats are meaningless – they’re put in to the game because “you’re supposed to have a fight” – there wasn’t a meaningful way for players to avoid it, to defuse it, or to do anything other than get stuck in a fight, so to get control, they try to get information. Also, because the information wasn’t immediately presented, the players now have to work to get it. Finally, if your game relies solely on Actor Stance and the players have to actually play out every scene, what’s their last option for finding out what’s going on?
There’s a LOT of steps here that make this happen, which are all easy to avoid, if you’re not stuck in this terrible structure of gameplay.
1. Make sure combats have obvious motivations
2. Ask if there’s any information players would want to get from their opponents
3. Consider having the information being presented freely by the NPCS, before, during or after a combat.
4. Consider using knowledge skills of PCs as a good way to feed information deduced by their characters
5. Consider skipping ahead after the combat directly to the next place the clues would lead.
What’s a more meaningful interrogation?
Even assuming you skip torture, and say, are doing something like a police procedural (though, there’s a lot to be said about things like tiring people out, withholding food/water, keeping them from going to the bathroom…), the problem is that a lot of games structure it like it’s a matter of pulling out exact facts.
Instead, what makes more sense to do is to pull up motivations and ideas an NPC has.
You know he’s hiding something. He’s covering for his brother. You’re not sure what. He feels bad for the guy who got killed. You’re pretty sure he’s not the killer. He let slip that the shop was closed that day – even though he shouldn’t know that if he really was out of town. Etc.
So half of it becomes whatever social/trickery skills the other half becomes knowledge/information skills to put together the pieces or compare against it. (“Sure, everyone know’s Sal’s Deli closes on the 3rd Tuesday of the month. Everyone who’s a regular, that is.”)
Now here’s the thing -for 99.9% of the games out there? This is not something to play out and roleplay through. The players are probably not trained interrogators or masterful enough manipulators to play it right, the GM is probably not a good enough roleplayer to improvise the motivations and mistakes of a character well enough to actually do this all freeform, well.
Make a couple of dice rolls, summarize, and move on. Even cop shows only show you a few minutes of interrogation scenes, and that’s because otherwise you’d have a lot of boring and bad tv.
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