Monday, July 20, 2020

Interrogations Can Be Tough (But Very Rewarding)

One of the biggest blind spots DMs have, in my experience, is that they forget not every enemy is going to be killed when the PCs roll initiative. The undead will fall to pieces, the constructs will be smashed apart, and the animals may be driven off, but what about the myriad of other foes they might face? Those human toughs sent around to rough up the party, the orc mercenaries hired to cut off caravans to a town, or the cultists trying to stop the PCs from meddling in their plans? Sure, some of them are going to get killed, because that's the nature of fast and furious combat when steel is swinging and spells are flying. But what about the rest? What about the enemies who get knocked out, captured, or who just plain surrender because they aren't willing to die?

Well, that's when it's time to run an interrogation.

Look, we're gonna ax you a couple of questions, and we'd 'preciate it if you was honest with us, okay?
Having been on both ends of the screen for these scenes, there are a few things I'd like to recommend both to DMs, and to players out there to really make these scenes shine.

DMs, Don't Just Stonewall Your Players


This is probably the most frustrating thing you can do as a dungeon master when the party manages to capture an NPC. You don't have to immediately tell the party everything there is to know about this NPCs' life, history, and actions, but give them something. A name, a face, a location, some scrap of evidence the party can use to go forward from this point. Reward them for taking the time to take prisoners, and question them to find out what the hell is going on.

The man you seek wore the threefold mask of the shadow jester. A pity you lived, for your death will be worse, now.
For example, let's take the group of street toughs someone decided to send at the party to rough them up, and discourage them from completing their current task. The code of the streets may very well mean the toughs keep their mouths shut when it comes to giving out information... but what can the party learn from what they do let slip? Does the bard's Linguistics check pick up an accent unique to a particular block in the city, telling the party where they could start looking for these toughs' friends? Does the rogue manage to get the thugs talking about the poison they were using, purposefully misidentifying it so that one of them blurts out it's actually red fang venom, which is the calling card of a particular cult, or order of assassins, giving a hint as to who hired them? If the paladin separates the survivors, talking to them individually, can he diplomacize his way into the lapsed faith of the younger prisoner, getting him to admit what little he knows as long as the others aren't watching?

Hell, the party might just provoke an anger response from one of the prisoners, who sneers and tells them, "Just wait till the Man Eater comes looking for you. He'll eat your hearts, and pick his teeth with your finger bones." At that point all it takes is a decent Knowledge (Local) check to know that these toughs are part of the infamous Butcher's Boys gang, and that if the party wants more answers they can work their way up the food chain.

The Man Eater, along with a bunch of other NPCs, can be found in my 100 Random Bandits to Meet supplement, for those who are interested.

The key to remember is that you need to give the PCs clues, and you should make allowances for all the various skill checks the party has. Whether it's the party face trying to open up a dialogue, the tracker putting together observations about the prisoners' weapons, tattoos, and the mud on their boots, or the muscle putting the fear up them by cracking their knuckles and making not so veiled threats, everyone should be able to get in on the action.

Players, Remember, Social Skills Aren't Mind Control


This is something I've said time and time again, but it bears repeating. Bluff, Diplomacy, Intimidate... these are all useful skills that give us a number we can use to measure how effective your interaction with a character is. This is particularly helpful if your character is far more frightening, persuasive, or just charismatic than you are as a player. At the same time, however, these skills are not on-par with magic. You cannot use the raw force of a social skill to compel someone to do something. You can only change their standing toward you, or persuade them to believe something you're telling them. What they do with that information is up to the DM.

They might kill you, deary, but I will turn you into a newt and feed you to my fox. Now, who sent you?
Also, while we're on this subject, too many players seem to think that torture is also just as good as magic. The problem is (and I so rarely say this so please listen) torture doesn't work in the real world, and there's no reason it should work in a fantasy one, either. Psychology Today touched on this fact, but generally speaking if you choose to try to beat the information out of someone they're just going to tell you whatever they think you want to hear so that you'll stop. And for the DMs reading this, you should absolutely have that kind of action reflect both on the alignment of players (as was suggested in the Inquisitor's Guide for 5th Edition), as well as in the quality of the information they're given.

Now, with that said, what players should do is figure out how they participate in an interrogation scene, and what role they fill in what amounts to a social encounter.

Generally speaking there's going to be the "bad cop" and the "good cop" here somewhere. Perhaps the cleric or the paladin, speaking in reasonable tones and trying to make the prisoner think they are the only thing stopping the barbarian from crushing their skull, or the necromancer from using them for parts. However, instead of leaving the rest of the party as onlookers, get other people involved in the scene as much as you can. Have the rogue watching while they hunker down, acting as the lie detector with their high Sense Motive skill, watching how someone answers as well as what they say. While the interrogation is going on, have the ranger examining the corpses, trying to gain some insight about where the enemies came from, and who they are like a combination of Sherlock Holmes and CSI.

Give everyone a moment in the spotlight, and you'll have more fun, while also getting a more complete picture of what's happening.

Lastly, Mix It Up


As a final note to the DMs out there, mix up these interrogation scenes based on who is being interrogated, what they believe, and what happened before the end of the combat. Because the more organic the prisoners' responses are to what's happening, the more authentic and involving the scene will be.

And for extra points, include aspects of the party's Small Legend to show that the NPCs know who they are, and they've heard the stories about the PCs reputations.

Look, I've heard the tales. Just tell me what you wanna know.
For instance, does your fighter have a reputation as honorable? Do they bear the iconography and endorsement of a particular knightly order? If so, then a prisoner might invoke parley under the established code they're known for, agreeing to talk under terms of protection. Did the barbarian split two men in half with a single swing of their ax with a critical cleave in the last combat? If so, consider having the prisoners view that character with a substantial level of fear, having seen what just happened to those who opposed them. Do wizards or shamans have a particular reputation among the traditions of these prisoners? Or would a captured wizard consider talking to another master of the arcane arts when they wouldn't share their secrets with a common sellsword?

All of these things, combined with the unique history, personality, motivations, and fears of the particular characters who were taken prisoner can lead to unique, interesting scenes that will make an impression on the PCs. And in some cases these prisoners could be used as guides, as future informants, or even as converted allies.

For an example of how this can be used in text, check out my most recent module, Ghosts of Sorrow Marsh!

Good fun all around, this one.

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That's all for this week's Moon Pope Monday!

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1 comment:

  1. Don't also be afraid to talk to the guys who do interrogations for real: I happen to know some, civilian and military, and it's all really about being flexible.

    Techniques can vary, one interrogator who was active during the 80s, told me a story about how they captured a Soviet Spetsnaz officer along the Inter-German Border (the then border between East and West Germany), he was in civilian clothes, but had his uniform, and most importantly, his prayer talis (Jewish prayer shawl) underneath those items.

    Well, my guy figured out, wanna get him to chat? Promise him a trip to Israel. We promised, he talked, and within a few days, he was in Tel Aviv. Not a scratch on him but he gave up the farm.

    Another technique? Someone won't talk? Easy, fill his pockets full of money and jewels, make sure EVERYONE knows he was REAL cooperative, and then release him. His own confederates will more than likely, do him in for having had a chat with you. Or, he can talk to you for real and be protected from his own side.

    Other techniques can often include cigar smoke (especially if the guy you're interrogating isn't a smoker) or discomfort (feed him, especially lots of water, then keep him from the bathroom), or just plain turn up the heat in the room. Or, make sure the chair is uneven...even minor discomfort can really mess with a person's head enough to make them chatty.

    Interrogation, properly done, isn't about blowtorches or rubber hoses, that's torture. Interrogation is more mental and verbal judo. It's playing on the little mental tricks that can slip a person up.

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