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<blockquote data-quote="James Heard" data-source="post: 977282" data-attributes="member: 7280"><p>I might take the player to an actual dark room, with the high backed wooden uncomfortable chair and roleplay the whole scene with them with a bald lightbulb glaring at their eyes. I'd ask them all the questions that the NPCs were going to ask, and accent the conclusion of each query by shutting off the light. When I'd turn it back on, I'd ask another question. And so on, it wouldn't matter on if they answered the questions or not because any reasonably intelligent bad guy with a plum that needed to be picking would use all the means available to insure that he got everything he needed. About the only way I would let the character get out of it would be if they did something really overdramatic, like swore their undying allegiance to the evil guys and actually started things like, "...and that wizard? Boy! Let me tell you, I've just been WAITING for the chance to get my blade in HIM!" Having a character actually turn on the party is sometimes fun. </p><p></p><p>Otherwise I would finish my lightbulb interrogation and then send the character back to join the rest of the group. I might even leave him with all of his things. Players are naturally suspicious. At some point I'd act on some knowledge that the character knew but didn't relate (he thought) to his captors. Players can even be suspicious of themselves. I might arrange to have people start dying around the PC, with subtle clues leading back to him. Or I might have agents now intimately familiar with the PC impersonate him in evil deeds away from the party. I would never under any circumstances assume that the evil guys WOULDN'T use magic available to them, because that's just what evil guys are supposed to do. Everything would be window dressing unless the character has extraordinary means of resistance or if the tone of the campaign suits more of a John Wayne attitude than a Clint Eastwood. When people get captured, they talk eventually. With magic that becomes easier, maybe the party can have an opportunity to rescue him before he tells them which one of them snores?</p></blockquote><p></p>
[QUOTE="James Heard, post: 977282, member: 7280"] I might take the player to an actual dark room, with the high backed wooden uncomfortable chair and roleplay the whole scene with them with a bald lightbulb glaring at their eyes. I'd ask them all the questions that the NPCs were going to ask, and accent the conclusion of each query by shutting off the light. When I'd turn it back on, I'd ask another question. And so on, it wouldn't matter on if they answered the questions or not because any reasonably intelligent bad guy with a plum that needed to be picking would use all the means available to insure that he got everything he needed. About the only way I would let the character get out of it would be if they did something really overdramatic, like swore their undying allegiance to the evil guys and actually started things like, "...and that wizard? Boy! Let me tell you, I've just been WAITING for the chance to get my blade in HIM!" Having a character actually turn on the party is sometimes fun. Otherwise I would finish my lightbulb interrogation and then send the character back to join the rest of the group. I might even leave him with all of his things. Players are naturally suspicious. At some point I'd act on some knowledge that the character knew but didn't relate (he thought) to his captors. Players can even be suspicious of themselves. I might arrange to have people start dying around the PC, with subtle clues leading back to him. Or I might have agents now intimately familiar with the PC impersonate him in evil deeds away from the party. I would never under any circumstances assume that the evil guys WOULDN'T use magic available to them, because that's just what evil guys are supposed to do. Everything would be window dressing unless the character has extraordinary means of resistance or if the tone of the campaign suits more of a John Wayne attitude than a Clint Eastwood. When people get captured, they talk eventually. With magic that becomes easier, maybe the party can have an opportunity to rescue him before he tells them which one of them snores? [/QUOTE]
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