iserith
Magic Wordsmith
So in my game the past two weeks, the party has interrogated four people with the spell. Three were prisoners they intended to execute after they got information, one was an ally they were suspicious of. The prisoners had been involved in poisoning a town.
One of the prisoners managed to save herself by being straightforward and honest, explaining that she was forced to work against her will by a geas. That seems like a ridiculous lie, but she was in a zone of truth so they believed her. (I'm setting up an enchanter villain who tortures his enemies by compelling them to undertake horrific acts.) She gets to live.
Another prisoner was asked his loyalties, and he realized they wanted information about his mission, so he clammed up. They explained that if he was also being geased they might let him live. He said he didn't think he deserved to die for following orders. They asked straight up, did you have any qualms about poisoning the town? He was quiet for a moment, struggling, but then shrugged and smiled and said, no. He was glad to do it. Execution time!
Third prisoner, seeing what's happened, says that he's killed lots of people for his country, and while he didn't feel it was right to murder people outside of combat, he knew he had to follow orders or he'd be killed. They asked if he would help them instead of the person who gave him orders, and he said yes, and that he'd rather betray his master than die right now. They ask him a few more questions about whether he intends or is thinking of betraying the PCs, and he says no. His life is spared, for now.
This might be something to read and consider: Interrogation. (Not my blog.) The author goes into why he thinks these "interrogate the prisoners" scenes arise so commonly in RPGs and how to turn things around so that the players get the information they need to carry on, but doesn't get into interrogation or torture scenes. It's a good read and very insightful, I think.
Then there's the suspicious ally. That ally has been giving the PCs advice on their missions because she has lots of magical knowledge of events in the wider world, and they're suspicious of how she knows all those things. The ally controls a library with tons of obscure knowledge, and she has magic that lets her enter books and see events in the book as if she were there. (The party has abused this by storing prisoners in books.) So a PC gets her into a zone of truth and straight up asks her, are we in a book?
The answer is, well, yeah. For reasons that are complicated*, the party consists of people in a history book, and the NPC is trying to get them to do things differently so that she can learn how to deal with a threat in the present day. But she figures if the PCs know they're not real, they'll not be useful anymore because what motivation would they have to do anything? So, since she's a master of language, she verves and redirects and selectively interprets their questions to basically tell the PC an answer that she can justify as being "not false," even though it is totally deceptive.
One of my players clued into that, but figured his 8 Intelligence PC wouldn't realize he'd been tricked. After the game he told me he was totally pissed that I'd cheated. Hence this thread.
I think that's a really interesting premise for a campaign. Based on what you said, the way you had the NPC behave does have the appearance of trying to protect a Big Reveal that you intend on having later on in the game. Is that the case? Because I think I'd have just had the Big Reveal right then and there. "Yes, you're in a history book. And I need your help to change things or else the world is doomed." Or whatever.