DMs - Do you thrive on deception?

Psion said:
It occurs to me that perhaps I rely a little too much on deception to the state things really are in order to make things interesting. Is anyone else like this? Is this wrong? It seems like if this is the only tool in my toolbox, it would get old real quick, but as of yet, I don't overuse it to the point my players immediately start looking for the secret "trick". What are some other tools you use to keep your games interesting?

Edit: Or, perhaps the response might be, "is there any other way to DM?" ;)

Nope. A good mystery (I accept the prior poster's redefinition of your examples as more mystery than deception) depends on matters being revealed later. Keeping the PCs interest through to the end for the big revelation is always cool. Adding a twist makes it brilliant.

Now, there are meta-deceptions that may be needed to achieve some of this because most savvy players do try to read DMs and look for their "tells." In turn one has to figure out what those are and break them. Example: many groups I have DMed for get to know when big encounters are coming from the way I describe things. To avoid buff spells coming out when the characters have no idea that they will need them, I occasionally throw in a non-encounter. This is a description that sounds highly significant, but really isn't of anything important. Of course, you don't want to overuse this and you can later come back and make it meaningful. Berandor's example is also excellent.
 

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Generally speaking, I do not intentionally decieve my players. Some NPCs might decieve them, but not ME. It's a fine distinction.
Also, the players sometimes will come to a totally wrong conclusion, and will not even entertain other possibilities because their current ideas haven't been questioned. I won't tell them otherwise either, until their assumptions fall out from under them.
 

If you make a sufficiently complex (ie. real-seeming) system, this is quite confusing enough. Also, it's pretty easy to hide things in plain sight.
 

Whoops, I thought the subject was DMs - Do you thrive on decapitation? I guess that means that I need more sleep :D

Seriously, I like using deception from NPCs, although sometimes I find that it's not necessary. Most of my players tend to be so paranoid that they "trust no one." Of course, not trusting someone when you really need to is almost as dangerous as trusting a deceptive NPC...

NCSUCodeMonkey
 

SpuneDagr said:
I do not intentionally decieve my players. Some NPCs might decieve them, but not ME.
Yeah, that fits with my pattern. Many of the NPCs in my campaign are deceitful, nasty, underhanded rogues without a shred of common decency. Which of course is why I love them so much.

But I have to play it straight. I can't tell them something and then retract it unless I've just made an honest mistake. Sometimes I talk myself into corners but getting out of tight spots like that is part of the fun of DMing!

Isn't it?
 

I think it is an effective technique, but should not be overdone.

I did run one campaign that had a lot of deception in it, most of which was never caught on to - but then this could be partly a factor of the group itself.

There was an NPC who joined the group from a rather low level - who was actually not what she seemed - they thought she was a low level ranger with some magic items. Really, she was a high level fighter / wizard.

Her favorite "wand" was a "wand of sleep" - really just a magical stick that did nothing, that she'd wave around when casting a death spell - then the party would run and slit the throats of the "sleeping" victims - never bothering to check that they were dead already. Funny thing was, they didn't even catch on when the "sleep wand" took out a significant number of DROW - this in a game where Drow have not only magic resistance, but 90% resistance to sleep effects. But I guess they weren't thinking about it at the time...

Another moment was when she polymoprhed a fish into a huge whale in a river, just as a distraction. It worked out better than I thought - they spent half the combat trying to figure out what the hell a whale was doing along the river bank. It just sat there confused, splashing the water with its tail. They kept trying to detect invisible riders on its back and other such things. I never imagined that it would have been THAT distracting.

And then there was the cave that they ventured into rather boldly based on seeing a puff of smoke from the entrance - and then promptly got captured - that was a well-used cantrip!

But players are mostly cautious and distrustful these days, at least those from that group. I think it is good for players to have at least some trust of NPCs - but then perhaps that just comes from playing and finding that the NPCs word is really something that can be relied on.

Assuming everyone is lying can almost turn the game into paranoia.
 

The deception and the plot twist are as old as Ulyssses giving the Trojans a pretty wooden horse as his parting gift. :)

I use 'em often, though not all the time. The rest of the time, it's straightforward "recover the bling-bling" or "defeat the foozle," and sometimes it's just roleplaying what's in the smithy's shop. :)
 

Altalazar said:
Assuming everyone is lying can almost turn the game into paranoia.
Right. And the Computer can tell when you're lying. The Computer loves you and wants you to be happy. Aren't you happy, citizen?
 



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