I just
finished updating the Player's Guide with the new “Opposed
Persuasion Check” rules (ie, Interrogation) and it feels great to
finally have that in the book! Now GM's can conduct a dialogue
mini-game against players, resisting their attempts at diplomacy,
bluff, and intimidate using NPC checks to alter the situation. If
ever there was a quantified system for a dialogue battle in an RPG,
this is it! Here's a sample scenario: Your character, a Union Guard
agent, has captured a smuggler and cuffed him securely to a chair.
The smuggler angrily glares at your character, but it's clear that he
isn't going anywhere. “Where was the shipment going?!” you ask,
adding a bluff into your question, “We've already captured others
in your gang and have interrogated them. Don't lie to us!” The
smuggler grins at this, “They know as well as I that if they talk,
our employer will have us killed. I'm not talking!” The smuggler
gained some ground and is getting even more hostile—if he gets the
upper hand again, he might be unbreakable. Frustrated that your bluff
failed, your character takes a big risk in failing this interrogation
and steps things up with intimidation. “What makes you think I
won't kill you? I can do worse than that—I can hand you over to our
Reln operatives for an invasive mind probe! People lose their
memories after those. Now talk!” The smuggler believes you this
time, his eyes widening in fear. He is obviously shaken. “Mind
probe? You guys are Union Guard, you guys wouldn't do something
illegal!” His attempt at reason fails, and your character smiles,
“Illegal? Who's going to know? We are the law, after all!” That
time, the bluff worked and you've managed to wear down enough of his
resolve. The defeated smuggler quickly gives up the information.
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