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<blockquote data-quote="AaronOfBarbaria" data-source="post: 7002440" data-attributes="member: 6701872"><p>I know that, for me, the reason why I have had problems with interrogations in the past is that the players have a specific expectation of what is going to happen, and get irritable when that expectation doesn't pan out even though it wasn't a reasonable thing to expect in the first place.</p><p></p><p>I.e. the player thinks they are going to threaten or torture, and get good information out of it - while I know that what they are going to get is more likely to be whatever it seems like they want to hear said so that they will stop, or obstinate refusals designed to goad them into killing the creature before it unintentionally gives them useful information.</p><p></p><p>The good news is that most of my group have been helped out of the expectation that torture = good info by way of a couple TV shows/movies that focus on the fact that torture is unreliable, and interrogation really needs to be tailored to target and circumstances, so now they typically treat an attempt to gain information as bargaining rather than a one-sided taking of information.</p><p></p><p>I think the best way to clarify is with examples:</p><p></p><p>I don't like gnomes. Anything labelled "gnome" in an RPG starts in a hole and has to dig its way up in order to win me over, because my experience of gnomes is that they are typically treated as "even smaller dwarves" or "short elves" or a mix of the two that only involves added unique details like "...and they're all jerkish pranksters" or what have you. But since I don't have to ever portray any gnomes even if a player wants to play one, I don't ban them - because banning gnomes would affect my players more than it affects me, and some of them like gnomes so they get a stronger vote than I do.</p><p></p><p>I don't like critical hits, but my players insist they want them in the game... no big deal to me because monsters are meant to be defeated, but it's a huge deal to players because critical hits are both more likely to happen to them because monsters usually make more attack rolls, and more of an effect because players only have the one character, so they are "sitting out" if their character has run out of hp, or worse has died.</p><p></p><p>I like lingering injuries, but some of my players have objections to hard to fix and involuntary crippling of their characters. Since it's the players, not me, that'd be dealing with a character with an arm they can't use or what have you, I weighted their votes more strongly than my own - the result being that we implemented lingering injuries, but altered the rules on recovering from them so that the player's found them to be acceptable.</p><p></p><p>Most rules are like that - they can have huge impact on the player experience of the game, but the DM doesn't really deal with any lasting impact of them even when using them, rather than ignoring or changing them.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 7002440, member: 6701872"] I know that, for me, the reason why I have had problems with interrogations in the past is that the players have a specific expectation of what is going to happen, and get irritable when that expectation doesn't pan out even though it wasn't a reasonable thing to expect in the first place. I.e. the player thinks they are going to threaten or torture, and get good information out of it - while I know that what they are going to get is more likely to be whatever it seems like they want to hear said so that they will stop, or obstinate refusals designed to goad them into killing the creature before it unintentionally gives them useful information. The good news is that most of my group have been helped out of the expectation that torture = good info by way of a couple TV shows/movies that focus on the fact that torture is unreliable, and interrogation really needs to be tailored to target and circumstances, so now they typically treat an attempt to gain information as bargaining rather than a one-sided taking of information. I think the best way to clarify is with examples: I don't like gnomes. Anything labelled "gnome" in an RPG starts in a hole and has to dig its way up in order to win me over, because my experience of gnomes is that they are typically treated as "even smaller dwarves" or "short elves" or a mix of the two that only involves added unique details like "...and they're all jerkish pranksters" or what have you. But since I don't have to ever portray any gnomes even if a player wants to play one, I don't ban them - because banning gnomes would affect my players more than it affects me, and some of them like gnomes so they get a stronger vote than I do. I don't like critical hits, but my players insist they want them in the game... no big deal to me because monsters are meant to be defeated, but it's a huge deal to players because critical hits are both more likely to happen to them because monsters usually make more attack rolls, and more of an effect because players only have the one character, so they are "sitting out" if their character has run out of hp, or worse has died. I like lingering injuries, but some of my players have objections to hard to fix and involuntary crippling of their characters. Since it's the players, not me, that'd be dealing with a character with an arm they can't use or what have you, I weighted their votes more strongly than my own - the result being that we implemented lingering injuries, but altered the rules on recovering from them so that the player's found them to be acceptable. Most rules are like that - they can have huge impact on the player experience of the game, but the DM doesn't really deal with any lasting impact of them even when using them, rather than ignoring or changing them. [/QUOTE]
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