There are a bunch of topics on these forums about how to handle an NPC manipulating the PCs (mostly through falsehood). In my quest for the truth, I’ve scoured through most of them - but there doesn’t seem to be a universally agreed approach.
I will go over a select few of them to illustrate the differences:
[ul]
[li]Here, the general consensus seems to be to tell the players that the NPC is lying. It’s not entirely clear whether the characters would know that as well.
[/li][li]On this thread, it seems that the NPC must make a falsehood test in order to determine whether the characters believe it or not. But then Luke suggests using Aura Reading to detect falsehood (would the NPCs successful falsehood test not ride?)
[/li][li]This one seemed a bit more consistent to me. You tell the players, then make a test to see if the characters get manipulated.
[/li][li]On this one, we’re back to the PCs making tests to uncover the lies (as opposed to NPC making a falsehood test).
[/li][li]Here, the approach the players know but the characters’ knowledge would depend on a skill check from the NPC is affirmed in princple. There is some nice discussion regarding alternative approaches that would prevent a situation where players would know but the characters would not; but I will not delve on those here.
[/li][li]This one has all kinds of suggestions. There’s again that tell players, but make NPC roll for determine effect on character’s approach. Conversely Luke seems to be suggesting just flat out telling the players and let them play the characters the way they want (even flat out being able to tell that they’re being lied to?)
[/li][li]This here is a doozy. Luke seems to suggest here that you can tell the player, and also rule that the characters are fooled (without a test?).
[/li][/ul]
Moving on to my question: I’m curious about 2 different situations that include a lying NPC; these both arose during play.
[ol]
[li]The good old lying NPC: The evil bishop hires the group for an assassination; they ask for the reason. He lies and says that the target is a true sinner. The players look at me: is he lying? I think there’s almost a consensus about telling the players when they’re being lied to. I’m in agreement with this. The problem and the differences seem to be about resolving the question of whether the characters know. Which of the following is it?
[/li]
[LIST=a]
[li]NPC makes a test to actively deceive;
[/li][li]PCs make a test to catch the lie;
[/li][li]Characters simply know;
[/li][li]Players to decide whether their characters know;
[/li][li]GM has authority to tell “You believe him.” to the players;
[/li][li]Alternatively, am I just missing a fundamental point that would resolve this issue?[/ol]
[/li]
[li]NPCs feeding misinformation or manipulating as a result of a failed test: This has been coming up frequently over the last few sessions that we’ve played, and is the main question that motivated me to set upon my quest through the forums.
[/li]
[LIST=a]
[li]Sometimes the PCs fail an Interrogation roll and I say “If you fail: he doesn’t know anything on the subject; but since you have him at swordpoint, he will make stuff up - and you will believe it.”
[/li][li]It’s the same with other social interactions. They try to persuade a young lady into some political alliance and I say “If you fail: we will cut to the morning after. Oh she’ll do what you want, but you had to satisfy her desires to get there.”
[/li][li]Finally, it comes in regards to Circles rolls too. The group is looking for a tracker to help them on a hunt; they fail the circles test, I invoke the enmity clause and the tracker becomes one who works for the bandits in the forest. He starts leading them to a bandit ambush.
[/li][/LIST]
[/LIST]
In all of the situations above, the players demanded that the NPC make a social skill test with the obstacle as their will, while I thought as a failure complications those results just occurred without needing a roll. Am I pushing too hard to create complications for failing rolls? Should I try to convince my players into accepting these twists?
Help me end this quest and return to my players with the chalice.