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Roleplaying Tips Weekly E-Zine Issue #136
The Art Of Providing Evasive Answers
Contents:
This Week's Tips Summarized
The Art Of Providing Evasive Answers
- Evasive Answers Are Useful GM Tools
- Use Evasive Answers Wisely
- Use Metaphors & Similes
- Answer With A Question Without Being Cheeky
- Answer Two Steps Ahead
- The Half-Answer
- Ignore The Question
- Use Body Language
- You'll Need A Plan B
Readers' Tips Summarized
- Pictures Of An Amazing, Real Life Gaming Table
- Internet Gaming Tip: Use Cut & Paste
- The H.P. Lovecraft Library
- Mixed Party Levels & Party Leadership
- Tape Recorder Tip
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A Brief Word From Johnn
PBeM List Delayed By One Week
To date, I've received a half dozen or so listings of subscriber PBeM/Internet games for other Tips subscribers to hook up with. I received a couple more late today, so I'm going to delay the listings by one week to give some extra time for people coming back from holidays, etc.
Johnn Four
johnn@roleplayingtips.com
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RARE OUT-OF-PRINT RPG MATERIALS!
As a special bonus to Roleplaying Tips subscribers, all
orders from The Hero Factory get a free item from our secret Resurrection page! This month we are featuring some rare Planescape and Shadowrun materials, along with T1-4, Q1-7, Rary the Traitor, and The Complete Book of Necromancers!
http://www.TheHeroFactory.com
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The Art Of Providing Evasive Answers
By Johnn Five
johnn@roleplayingtips.com
The spirit of this article is meant to help GMs add elements
of mystery, imagination, and creativity to their games. The players must decrypt the evasive and mysterious messages they receive from NPCs and use their imaginations and creativity to root out the truth. GMs must be imaginative and creative as well to deftly handle character questions while roleplaying NPCs.
Evading answers without angering or frustrating the players
is a skill, but one that's fun to practice and hone. Use the tips and techniques below to become a kung-fu parley master!
- Evasive Answers Are Useful GM Tools
This week's tips originally started out as being part of a
horror issue, but when I got to the "evading answers" tip I
realized this was a topic that deserved an issue all to
itself.
Evasive answers are perfect for horror campaigns because
they help create confusion and a feeling of "the unknown" at
the game table. Both of these emotions are good for
producing a fear response in players. (Note: sometimes they
also create an aggressive or angry response, so be careful,
watch your players, and veer away if this starts to happen.)
My best reference for evasive answer examples is the X-Files
TV program. Characters are constantly avoiding direct
answers, which leaves the tense viewer grasping for
understanding. This in turn enhances the show's conspiracy
and horror elements. Next time you're channel flipping and
you come across the show, watch for a few minutes and listen
to the Q&A.
You can also read transcripts of the show here:
http://www.insidethex.co.uk/ Do a search for "?" to jump to
the questions. I found a few good evasive answers near the
beginning of this episode: http://www.insidethex.co.uk/transcrp/scrp101.htm
Evading answers has more uses than for horror or conspiracy
campaigns though:
- Tricky or cagey NPCs (i.e. villains)
- Oracles
- Divination spells
- Creating prophecies
- Establishing authority (i.e. law enforcement NPCs)
- Stalling so you can think
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- Use Evasive Answers Wisely
Evasive answers are best delivered in-game through NPCs.
Player-to-GM questions should always be answered honestly
without evasion when regarding:
- What the PC sees
- Rules questions
- Where the PC is (relative to other PCs/foes/items)
You are the eyes and ears of the characters and it's
important that this type of communication isn't abused, else
it'll ruin players' fun.
However, NPCs (including monsters, items, entities, and
anything with intelligence that can communicate) are fair
game!
Other good times to be evasive:
- When answering obvious questions
- When avoiding out-of-character questions made in-game
- Avoiding clever questions by players designed to trick
answers out of you :P
It's bad to be evasive when giving descriptions or
narratives. This relates back to being the "eyes and ears"
of the characters. If you want to place and hide clues in a
description (i.e. traps, threats, treasure) you're better
burying that info in the middle of your speech and watching
yourself for "tells" than being overly vague or evasive.
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- Use Metaphors & Similes
Dictionary.com defines metaphor as a word or phrase that
ordinarily designates one thing that is used to designate
another, thus making a comparison. For example, "a sea of
troubles" or "All the world's a stage" (Shakespeare).
That web site also defines similes as a figure of speech in
which two unlike things are compared, often using the words
like or as. For example, "How like the winter hath my
absence been" or "So are you to my thoughts as food to life"
(Shakespeare).
I think of both writing techniques as creating a code or a
puzzle, and that makes them perfect tools for providing
evasive answers. The idea is to answer PC questions
indirectly through metaphors and similes and to let the
players figure out the meanings for themselves.
Example: the PCs confront a careless rogue who was too
engrossed searching for a secret door to notice the PCs
sneaking up on him.
Leader PC: What are you doing here?
Rogue: A keen eye is the portal to success.
PC: Huh?
Rogue: I seek to follow in the footsteps of others. What are
you doing here?
PC: That's our business!
Rogue: Secrecy locks the gate to friendship, fellow seeker.
I am Meren, a traveller and curiosity enthusiast. Well met!
Here's a recipe for metaphor creation:
- Choose a noun (i.e. sword)
- Pick another noun you'll use to compare with the first
noun (i.e. dog)
- Now link the two nouns together. (My sword shall dog my
foes.)
An easy way to craft similes is to use a formula and plug-
in the blanks when roleplaying:
Formula 1: The __________ is like a __________
i.e. The Duke is like a disease.
Formula 2: The is as __________ as a __________
i.e. The dragon is as mean as a pint of orcish ale.
Creating metaphors and similes is normally a simple task;
however, it becomes more difficult when delivering them on-
the-fly from behind your screen! Solution one is to create a
bunch of likely replies ahead of time for such things as
insults, challenges, upcoming encounters, and upcoming NPCs.
Doing this leads to solution two: practice. Unless you're a
natural poet, it'll take some practice to think fast and be
creative while under roleplaying pressure. It can be done
though, and it's a heck of a lot of fun trying.
Metaphors and similes also help create mood and atmosphere.
Just use examples, words, and nouns that match the effect
you're trying to achieve. For example, if you're running a
horror session, use blood, death, pain, insanity, and other
horror laden language in your evasive answers.
A final tip: this is not an English lesson. Who cares if you
don't structure your metaphors and similes perfectly? The
point is to create challenges and puzzles for the PCs and to
hopefully entertain yourself in the process. Have fun with
this type of roleplaying and let time and practice hone your
parley skills.
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- Answer With A Question Without Being Cheeky
Questions are great devices for evading answers because they
can reveal information at the same time as they request it.
They can also guide people to answers without directly
revealing them. The key is to avoid being flippant or cheeky
to prevent player frustration or a break in game
atmosphere/mood.
The best question-answers are like riddles where the
solution will give the PCs the answer they want. That's the
difference between a good question-answer and a cheeky one--
a cheeky response just throws a PC's question back in their
face and doesn't lead to a satisfying answer.
Question (from the situation described in Tip#3): What are
you doing here?
Potential good answers:
- What is it that all adventurers seek?
- What needs a key but cannot be seen?
- What does rock and stone have in common with eyes and
windows?
Bad answers:
- What are you doing here?
- Why do you want to know?
- What's it to you?
- What do birds do in the Spring? (Too nonsensical)
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- Answer Two Steps Ahead
Often, you'll know what answer the PCs' ultimately want, but
they might start with some warm-up or indirect questions.
This lets you be evasive by thinking forward and providing
answers two or three steps ahead of the characters'
questions, much like a good chess strategy. While this will
give the characters an answer they eventually want, because
of the unexpected sequence the answer becomes an evasive
one.
For example (from the situation described in Tip#3): What
are you doing here?
Potential good answers:
- The secret door leads to a passageway. (1 step)
- I have the key. (2 steps)
- It's in this room, I know it. (2 steps)
- The passageway leads to great treasure. (3 steps)
- The jade idol is in a smaller room than this one.
(4 steps)
If you can keep two or more steps ahead with your answers,
the characters *will* eventually learn what they want to
know, but the journey will be much more interesting!
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- The Half-Answer
Let your answer reveal only part of the whole picture. This
gives the PCs some of what they want but will also make them
work for the rest and/or hook them in further.
Half-answers are often borderline cheeky, so be careful of
angering players. The best approach is to deliver half-
answers with confidence and not to smile while doing so. A
smiling GM could be mistaken as a smug GM and that could
ruffle players' feathers. Deliver NPC replies as seriously
as if they were providing a full answer.
A half-answer can also be a red herring where the NPC
reveals a fact of seeming importance but which really isn't.
The non-player character sacrifices a small detail in order
to save the big picture.
Half-answer examples (from the situation described in
Tip#3): What are you doing here?
Answers:
- There is a secret door somewhere on this level. (Hides the
fact that the NPC knows the door is in the room.)
- I'm looking for a way out of here. (Hides the fact that
the way out of the room leads to a treasure room.)
- I'm looking for treasure. (A vague answer, yet true.)
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- Ignore The Question
When the PCs ask a question, have the NPC ignore it and move
on with the conversation. This is pretty rude, and some PCs
will be tempted to unsheathe their weapons and start
shooting/hacking, so be careful.
An improvement/variation of this technique is to delay the
answer. Remember the PCs' questions and answer them after a
minute or two of ongoing parley. This is a partial evasion
and creates interesting parleys once the players learn
what's happening and they figure out how to compensate. This
technique represents more of an NPC personality quirk than a
standard answer evasion method though, so use it sparingly.
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- Use Body Language
This is a great technique that embodies the age old advice
of "show, don't tell". Pretend, for a moment, the NPC is
mute--how would they answer the PCs' questions? Among other
ways, they could point, gesture, mime, or use other body
language. These answers will engage the players'
imaginations and problem-solving skills because body
language is an imperfect communication method that's open to
individual interpretation.
A classic example is when an excited PC asks two questions
in the same breath. The body language evasive answer
response would be to have the NPC just nod a 'yes'. The
dilemma to the PC is, was that a yes to both or just one of
the questions? :)
An even more evasive answer would be a brief nod accompanied
by a cryptic facial expression, such as a frown or grimace.
The players will wonder what question was being answered and
if the NPC is disturbed by the answer, the questions, the
PCs, or something else.
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- You'll Need A Plan B
Even when you're a pro at providing evasive answers, a few
will always backfire whether because you made a mistake, the
PCs misinterpret the answer, or the players want
action/combat. The characters will draw their blasters,
unsheathe their swords, or call in a nuclear strike, and the
NPC will need a plan B if they want a chance to escape with
their life.
Example Plan B's are:
- Give a full and complete answer quick!
- Ask the players to make intelligence or skill checks to
let them know the NPC is actually giving them clues or
partial answers, and it's not the GM screwing them around.
- An escape plan.
- A means of summoning reinforcements.
- Leverage, such as hostages or critical knowledge that will
die with the NPC.
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Announcing A New Book Series: GM Mastery
A Collection Of Game Master Help Books
Our first book: NPC Essentials is a collection of tips,
techniques, and aids designed to help game masters inject
detailed NPCs into any role-playing campaign. Inside,
readers will find advice on designing, role-playing, and
managing NPCs during the entire lifetime of their campaigns.
Also included are NPC archetypes, charts, and an example
NPC-centric adventure. Written by that hack writer Johnn
Four. :) Now available!
Readers' Tips Of The Week:
- Pictures Of An Amazing, Real Life Gaming Table
From: Daniel Davis
Hi Johnn,
I wanted to let you know that I finally got images of my
handmade game table up!
http://www.agyris.net/portal/game_table.asp
I took some of the information from one of your earlier
issues (Issue 57 and a couple of others, I believe) and
implemented many of the ideas presented when we built it.
[ http://www.roleplayingtips.com/issue57.asp#r1
http://www.roleplayingtips.com/issue58.asp#r1
http://www.roleplayingtips.com/issue58.asp#brief_word
http://www.roleplayingtips.com/issue61.asp#8
http://www.roleplayingtips.com/issue68.asp#r4
http://www.roleplayingtips.com/issue77.asp ]
- Close quarters
- Mood lighting (built in) with dimmers
- Raised miniatures section, at eye level
- Dry erase table surface
- Built in GM screen
- A computer for music and reference. (I use Agyris.net in
this very way, as I can't fit it into binders anymore!)
- Dual levels to keep food and other distractions off of the
main surface
We also added some ideas of our own:
- A secret message delivery system (MDS) for passing notes
to/from the GM
- Built in speakers for music
- Several storage areas for paper/books
- Dice rolling pits (to keep dice off of the floor)
- Individual cork bulletin boards for more storage (each
player has one)
- Glass writing surfaces with a nook beneath for campaign
handouts
- Distinct, individual player stations
- Built in miniatures case
[Comment from Johnn: this table is an amazing piece of game
equipment. Be sure to also check out Daniel's awesome game
world site: http://www.agyris.net ]
- Internet Gaming Tip: Use Cut & Paste
From: Sage N.
I disagree about the "frugal typist" point last issue.
[ http://www.roleplayingtips.com/issue135.asp#2 ]
If I'm going to be typing things out, I am going to
use all the strength of the written word to give long,
detailed descriptions with symbolic nuance that I just can't
convincingly do if I were talking.
It really is best to type out many pages of flavor text
before the game, and paste them to the chatroom or whatever.
Long, long, long descriptions appear in an instant! Yay! :)
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- The H.P. Lovecraft Library
From: Johnn
For CoC fans out there, check out this great Cthulhu
resource site: http://www.gizmology.net/lovecraft/works/
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- Mixed Party Levels & Party Leadership
From: Patty R.
[re: http://www.roleplayingtips.com/issue134.asp ]
You mention having a leader-follower relationship with the
more powerful PCs as the leaders, but what about the other
way around? Social status and power is not always equivalent
to adventuring level.
Some ideas:
- A young nobleman wants to try his hand at adventuring, so
he (or his over-protective parent/guardian) hires the party
of more experienced PCs to protect him. The lower-level
nobleman is in charge, but the higher-level fighters, mages,
etc. still have to stand between him and the monsters. With
some parties, this could be a better way to go than having
the weak characters be hirelings because hirelings are often
a little too disposable.
- The church assigns the PCs a mission that requires a
representative from the church to accompany them. This
representative could be a 1st level cleric who is well-
connected or perhaps has a key skill or piece of knowledge.
The church is in charge of the group. Therefore, the
church's representative is in charge of the group. Again,
the higher-level party members must protect him/her, but
they must also respect him/her as their leader.
- The newly-created 1st level thief is the guildmaster's
nephew, so if the party wants to be in good with the guild,
they'd better do what the little squirt tells them to.
These situations work well when you've just lost the
character who was the party's defacto leader. Certain
players will be better and more comfortable at leading the
party than others, so it's sometimes best to allow them to
set up even their low-level characters with reasons to lead.
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- Tape Recorder Tip
From: I. C. E.
Johnn,
I find that I am often driving when an idea hits me, so I
keep a small tape deck in the car to talk into when I have
ideas. Then I write them down when I get home.
As I come up with things though, I often need names or
numbers. Since I am driving I cannot roll dice and/or look-
up names on lists or in books, so I have used these things
to help out:
First, when I need to come up with a name of a location, I
look at street signs. As I drive down the street I will take
a syllable from two or more signs and put them together in
different ways.
Example: Continental Drive and Orchard Street might combine
to make a planet called Orent, Chartal, Conard, Entor, etc.
I look for sounds that might go well together and mix them
up.
I use this while I am sitting at the game table as well
where I will think of two streets and make up a new name.
By using different themes you can do the same thing. i.e.
trees, rocks, body parts. (I still get flack from my group
from when I named a villain Abdominos, but it worked and we
were off and playing again.)
License plates on the cars I drive by also are useful when I
need to name machine parts. i.e. Robot LHG-726, or starwind
x2732--a stardrive part.
Plates are also like having a 10-sided dice on the road.
Need a number? Pick it off the license plate of that blue
car over there!
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