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Help me DM an interrogation
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<blockquote data-quote="ThoughtBubble" data-source="post: 2121704" data-attributes="member: 9723"><p>I stink at running interrogated prisoners. Every situation that I've run so far goes in one of</p><p>two manners. Half the time the prisoner cracks under the first question and spills everything. The other half of the time they hold out until the frustrated party beats them into unconsciousness and persues other leads. As I have two players who are really into this particular questioning, I'd like it to go well. </p><p></p><p>Here's the situation:</p><p>The party is working with the local thieves' guild/underground resistance to get some documents that would incriminate the most dominant family in the city. They were working with a crew of NPC safecrackers, forgery artists, and cleanup specialists. During their raid, they managed to foil an assassination attempt on one of the very important guests of said family (the child of the Duke of a neibouring region) and capture the member of the NPC crew who helped the assassin get into the building. </p><p></p><p>So now I need to find a way to make this questioning work.</p><p>The thieves’ guild has a growing faction that thinks the old style is too subtle. They believe it’s time for armed revolution. </p><p>The assassin was hired by the more violent faction. Had the attempt succeeded, the capture of the resistance crew was almost guaranteed. </p><p>The resistance crew was all loyalists to the old organization with the exception of the plant. </p><p>The plant was bribed with a large amount of cash.</p><p>The plan was that crew would get captured, tortured, and leak information on the old guard. This would lead to a sever hunt for them.</p><p>They figured that the old guard was going to fight, flee or hide. If they fled, then the newer people can take over. If they hide, then they’ll be hunted, and that will incite mobs to violence. If they fight, well, that’s the goal anyway. And, as a side plan, the old guard can always be offered up to gain faction with the Duke family.</p><p>The prisoner knows several of the co-conspirators, the ones who gave him the money and instructions. He has a rough idea of the members of the violent faction that are part of the situation.</p><p></p><p>Is there anything else to figure out about this situation? Are there any other leads that</p><p>should come out? And how the heck do I handle the actual questioning?</p><p></p><p>Thanks in advance!</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 2121704, member: 9723"] I stink at running interrogated prisoners. Every situation that I've run so far goes in one of two manners. Half the time the prisoner cracks under the first question and spills everything. The other half of the time they hold out until the frustrated party beats them into unconsciousness and persues other leads. As I have two players who are really into this particular questioning, I'd like it to go well. Here's the situation: The party is working with the local thieves' guild/underground resistance to get some documents that would incriminate the most dominant family in the city. They were working with a crew of NPC safecrackers, forgery artists, and cleanup specialists. During their raid, they managed to foil an assassination attempt on one of the very important guests of said family (the child of the Duke of a neibouring region) and capture the member of the NPC crew who helped the assassin get into the building. So now I need to find a way to make this questioning work. The thieves’ guild has a growing faction that thinks the old style is too subtle. They believe it’s time for armed revolution. The assassin was hired by the more violent faction. Had the attempt succeeded, the capture of the resistance crew was almost guaranteed. The resistance crew was all loyalists to the old organization with the exception of the plant. The plant was bribed with a large amount of cash. The plan was that crew would get captured, tortured, and leak information on the old guard. This would lead to a sever hunt for them. They figured that the old guard was going to fight, flee or hide. If they fled, then the newer people can take over. If they hide, then they’ll be hunted, and that will incite mobs to violence. If they fight, well, that’s the goal anyway. And, as a side plan, the old guard can always be offered up to gain faction with the Duke family. The prisoner knows several of the co-conspirators, the ones who gave him the money and instructions. He has a rough idea of the members of the violent faction that are part of the situation. Is there anything else to figure out about this situation? Are there any other leads that should come out? And how the heck do I handle the actual questioning? Thanks in advance! [/QUOTE]
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