Page 1328 - Bubbles Burst

21st Jan 2020, 5:00 AM in Guest Arc: Equestria Girls
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Bubbles Burst
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Author Notes:

Newbiespud 21st Jan 2020, 5:00 AM edit delete
Newbiespud
Author: GreatDinn

Guest Author's Note:
"When you think about it, it's pretty wild that the main source of information in a game can just...flat out lie to you at any point.

What's even more wild is when you think about the fact that literally every piece of information you're given in a game is fabricated and imaginary anyway, but we still delineate some form of truth and falsehood from it.

I think it really just boils down to what a lot of problems in games boil down to: Mismatched expectations. If you want your information to contain lies, to have characters who either honestly believe a falsehood or dishonestly share a 'truth,' you might want to let the players know it's a possibility beforehand.

Story Time Prompt: Any interesting stories about the DM giving you false information?"

Newbiespud's Note: And we've got another session of our D&D campaign up! The Forgotten Ones is moving into some intriguing territory.
Session 13 - Borrowed Crime: Podcast | Video

9 Comments:

albedoequals1 21st Jan 2020, 5:29 AM edit delete reply
albedoequals1
The main villain in my first long-running campaign was introduced to the party as a cleric of one of their gods. She claimed to need their help with a quest, and went along with them to help. They found one of the artifacts she needed for her evil plan and gave it to her before they figured out she had lied about almost everything she said up to that point.
Digo 21st Jan 2020, 5:44 AM edit delete reply
A campaign based on the comments section of another's campaign sounds like a delightful trainwreck and I am totally on board for this.
City Strider/Malkyn 21st Jan 2020, 7:05 AM edit delete reply
A friend and I GM groups and we often play in each other's games. It's just acknowledged that the GM will phrase things from an unreliable narrator standpoint. If a villain passes their bluff check it's "they're being honest" because that is the IC interpretation.
FanOfMostEverything 21st Jan 2020, 8:04 AM edit delete reply
Interesting. I go the opposite route, telling that sort of thing from the character's own perspective: "He seems to be telling the truth" applies to both failed Sense Motive checks and successful ones applied to honesty.
Pablo360 21st Jan 2020, 8:29 AM edit delete reply
Pablo360
In my last session I did an impersonal version of that. One of my players was describing the events of previous sessions and they kept getting facts wrong, so I had them make History checks to see if they realized what they were saying was inaccurate. They kept rolling super low, and every time, I said, “You're pretty sure you're remembering that correctly.”
Guest 21st Jan 2020, 10:07 AM edit delete reply
This can be tricky to pull off, since it has to be believable in hindsight that the liar lied. If you're going to do it, you have to do it without "changing" anything about how you present NPCs, otherwise your players may feel cheated.

I think it's the sort of thing where you need to lay the groundwork down long before deception becomes an option on the table. Your players need to be used to the idea of declaring sense motive checks on their own instead of expecting to be prompted for them. When they're the ones declaring a roll and it fails, this makes it so it could've just been normal paranoia, whereas if you ask them to roll sense motive and it fails then it's obvious it did fail.

It also means you need to tell them ahead of time that NPCs could be lying or just wrong, or that they might be telling "white lies" to deceive. Before going for a major deception, keep a low-key eye out to make sure the players aren't too trusting of NPCs, and if they are then have those NPCs be wrong in small, harmless ways at a point where it wouldn't really cost the players anything. Then, just before starting with the deceiver plotline, make sure again by having some key problem rely on information an NPC gave them that's obviously wrong in context. If they pass, great! They're ready, and now it's time to stab them in the back. If they don't pass, then maybe it wouldn't be a good idea to go down that road. Politics and skullduggery are a bit of a niche interest.
hankroyd 21st Jan 2020, 10:25 AM edit delete reply
There is the "number one" false information a GM can give.

"Yeah, it's just an usual recon, don't expect anything dangerous at all. It will be the most boring mission you'll ever do in your life ..."
*Then a few hours later* : "If you fail this check the universe is destroyed."


Since at a time, I began to abuse this way too much, I did it one last time.

"This mission is simple routine, don't expect anything life threatening"
(My players start booing me and throw dice at me.)
* 3 hours later *
"OK, it's done and apart the wild beast and the bandits you routed, you find no major threats as promised at the beginning of the story. let's do XP!"
(Cue to player utterly confused saying : whaaaaaaa)

Now, I completly dropped the "just a routine mission" because yeah, the lie may work the first time (To be fair, my players were really new to RPG when I pulled it), but the tenth time, it was outward ridiculus, especially with players becoming more savvy.
Kittoradra 21st Jan 2020, 4:06 PM edit delete reply
"This will be a fun game!"

A little bitter on this one... To keep it brief, I was still new to tabletop RPGs at the time. I was encouraged to develop my character and get more into the group, the usual kind of "let's actually get you into the game" kinda stuff.

And then the GM ran a TPK event he planned out from the beginning, for the courtesy of a single player that had been designed to survive, picked before the game even started.

"Fun"... Right...
Hariman 22nd Jan 2020, 9:49 PM edit delete reply
No stories I can recall of good coming from false information in the group or from the DM.

There might have been a few not bad/enjoyable "Oh, this guy wasn't who he said he was" moments in mods... but within campaigns and Living Greyhawk? Only party division and anger resulted.