pomrania asked:
scripttorture answered:
I’m going to preface this with the fact I’ve never played this sort of communal table top roleplay game so I’m not as familiar with the style of story telling. :)
I think I’d be tempted to give the players false information.
No information drives home the point that torture doesn’t work, but it doesn’t necessarily do it in a way that builds a more exciting story. Whereas false information can be used to lead the players in all sorts of different directions.
And I think this is probably where my lack of experience with communal story telling comes in. Because I can easily see this being used to punish the players. And while I don’t see a problem with making things more difficult for the players as a result of their choices I think it needs to be done in a way that…doesn’t end up feeling personal.
One of the things that frustrates me about a lot of online activism is an attitude that seems to encourage breaking relationships in the name of advancing a cause. I think that making people feel…small rarely helps. It shifts their focus from the message we’re trying to send to how hurt they’re feeling.
You know the people you’re playing with a lot better than I do so you probably know best how to balance making the point without making them feel as if you’ve turned the game against them. It’s up to you which of these suggestions you feel ‘fit’ with both the game and the people you’re playing with. This is what comes to mind for me:
- Sending the players to the wrong place completely. This could mean they don’t get an item they need or that the quest completely shifts into a different story.
- Sending players to the wrong place within a larger area. So if there’s an easy route through the dungeon sending them towards the harder one instead.
- Giving players the wrong information on how to open a door/by pass a trap or barrier.
- Giving players inaccurate information on how to defeat powerful enemies.
- Giving players inaccurate information about important items they’ll need later, forcing them to backtrack and try to figure out the problem from scratch.
Depending on how the scene itself plays out I think you could also try to have the victim character sow dissent in the party. For instance if the victim isn’t giving the torturer character information they could accuse one of the other party members (preferably not present while the torture occurs) of already having the information.
This could also work to have one NPC victim try and shift the ‘blame’ to another (helpful) NPC.
There’s another, completely different approach, that comes to mind.
Ages ago I got a D&D related question which asked me how best to translate the symptoms of torture on to a player’s stats. I think the conclusion was that being a victim of torture would give a character penalties to wisdom, charisma and intelligence, possibly constitution as well.
Given how similar the symptom pattern is between victims and torturers it would make sense to assume that torturers have lower wisdom, charisma and intelligence.
I wouldn’t suggest sticking a penalty like this on a player without warning. To me that feels a bit too much like punishing the player for not having a particular piece of real world knowledge.
But if they’re going into a situation where it looks like torture is becoming an increasing possibility you could tell them that their choice will cost them stat points. In the same way that using the magic spell presumably costs them magic points of some kind. You could then justify that based on the real world effects of torture on torturers.
I think with an advanced warning of the cost you’ll make the player really think about their actions and decisions.
Probably the best idea here is not to tie yourself to a single option ahead of the campaign. I think judging what fits best based on the overall story you’ve created with your friends is going to work better than trying to completely script the encounter ahead of time.
I hope that helps. :)
If I can jump in, as a DM if my characters suggest doing something awful (like killing innocent but brainwashed guards) I tell them they will have an alignment change to evil.









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