The Heirarchy Of Deceipt: How and when to lie to your players
This irregular column resurrects lost blog posts about RPGs from Mike’s 2006-7 personal blog on Yahoo 360 and updates them with new relevance and perspective.
One of the decisions every referee has to make is how much NOT to tell the players. To be blunt, the referee has to decide when to lie to his players.
There are lots of ways of concealing material that you want hidden, but ultimately they boil down into variations of the time-honoured themes:
- Outright Deception,
- Half-truths,
- Silence, and
- an outright refusal to answer.
Outright Deception
I have to admit that I’m not very good at this a lot of the time. Sometimes I manage to completely hoodwink the players, but its always a struggle. In part, that’s because I’m a fairly honest person, a good quality; but, to be honest, in part it’s because I can’t always resist admiring my own cleverness when I come up with an interesting twist to the storyline, which is hardly a flattering attribute (Shrug). My players have learned to pay close attention to these little slips, as they can often be used to give them advance warning of events that will take place months or even years later.
Before my players got wise to my little flaws, I used to be able to employ this technique with a great deal more effectiveness.
Half-truths
Half-truths come in many interesting varieties. There’s wrapping a nugget of truth in layers of myth and legend, or telling a piece of the story in a misleading way, or taking a nugget of truth out of context and inventing a false story out of whole cloth based on that misinterpretation, or – my favorite – telling a blend of fact and fiction without having decided yet what the real story actually is, just what it isn’t. You can’t drop hints if there’s nothing to hint at!
This enables me to avoid my vulnerability. The real power of this technique – if not overused – is that it can take advantage of players attempts to exploit failures of the first type, just by deliberatly dropping a hint or two about the false story.
Obviously, once my players began to figure out my weakness for dropping hints and listening intently for them, this technique became far more effective. But there is a downside that manifests if this technique is employed too often: it leaves the players less inclined to trust anything I say as GM. It took me a while to recognize that, and for a while I was actually harming my campaigns as a consequence. In time, I learned the lesson, however.
Silence
Another technique is to keep quiet. Just don’t mention it at all, and hope no-one notices. Again, I’m not great at this, but I can manage it by carefully preparing something else to talk about – in advance. This is the technique that is most sensitive to the personal character flaw I mentioned earlier, but when you can manage to simply present the raw facts and let the players come up with their own interpretation, there is always a good chance that their explanation will be related to the truth only in passing.
Sometimes, their ideas can be better than mine; on a few rare occasions I have completely thrown away the facts that they weren’t aware of that contradicted their interpretation of events and reinvented the adventure on-the-fly, especially if I could percieve a plot twist that they weren’t allowing for, with which I could surprise them.
Refusal
The final method – an outright refusal to answer – is the one that I resort to least-often. It can sometimes mean “I havn’t decided yet,” or “I ran out of time,” or “There are possible implications that aren’t fully thought out yet,” – but it can also mean “I ran out of ideas,” or “There’s a contradiction that I havn’t resolved,” or even (rarely) “I couldn’t be bothered.”
The last is rarely the correct way an outright refusal should be interpreted, but it’s also one of the easiest conclusions to leap to, and it damages one thing that the referee needs for a successful game – the player’s trust.
Okay, that sounds contradictory, doesn’t it? Here I am talking about all the different ways that are referee can lie to his players, and yet the trust of the players is an absolute essential to a game’s existance.
Even employing specific interpretation that justify a silence is inadequate, because the players are always free to disbelieve.
The fact is that this involves a whole different hierarchy of deceipt. The players have to be able to trust that the referee will interpret the rules as honestly as he can; that he will put in the effort required to prepare for the game as best he can; that he will only lie to them when it enhances their enjoyment of the game, and that there is no malice involved. In other words, that the referee’s lies are white lies, and that the truth will eventually be revealed, and that the consequences will be important enough to justify the deception in the first place.
Indecision
A fifth approach is a variation on the half-truth: refusing to decide on the right answer until the last possible minute. This is an approach that I have employed and even recommended from time to time, and deserves its place in the GM’s armory; but it is not always the best answer for a number of reasons. Consistency is hard to achieve, and it can bog the gameplay down as the GM struggles to integrate the morass of clues that have been arbitrarily thrown out, and worse, I have found that if players realize that you are making things up off the cuff it can also damage their confidence in the game, not to mention its quality.
It’s as though a novel suddenly broke into a number of unrelated short stories without resolving the main plotline that got the reader hooked in the first place, and showed no prospect of ever returning to that main plot. In comics, this happens with out-of-continuity fill-in issues, and these are always jarring, no matter how good the story might be in isolation; and, worse still, there can be plot holes as a result of the broken continuity. Peter Parker’s girlfriend leaves him in the previous issue and he doesn’t even think about her once in the fill-in issue that follows? But the issue after that, he’s angst-ridden about the break-up? Okay, so that’s an extreme example to get the point across, but more subtle character and plot inconsistencies are harder to spot, more likely to occur, and just as disruptive when the players notice them.
Retroactively inserting an explanation can sometimes work, but it means drawing attention to the inconsistency – and, in effect, bets the plot credibility of the campaign on the quality of the explanation. It can be better to accept and ignore the flaw rather than using a lame or half-baked “explanation”.
In general, then, it’s better to have a good reason worked out in advance for behaviour and in-game events. Knowing why people are doing what they are doing, and therefore where that particular plot arc (or plot “loop” as some describe it) is going, at least in general terms, is usually far better and less damaging to the campaign.
Misdirection
These days, I most frequently employ another variation on the half-truth, one that empoys the techiques I developed for the “silence” approach. I learned those techniques as a deliberate way of avoiding the subject so that I could not be tempted to drop hints.
I come up with two plausible explanations for what is going on, based on what the players know so far – one is the truth, and one is a fiction. I continually update the fiction as more information is provided within the plot; I assume that NPCs are employing lies and deception for their own purposes as necessary, and will even introduce NPCs into one of the false plot that never appear in the real one to justify those deceptions as necessary. Whenever I am describing events or the results of PC investigations within the game, I focus on the true story; the rest of the time, I focus on the false. That means that any hint that I drop relates not to the true story but to the deception; and I am very careful to phrase my hints (when I can’t resist dropping one) in the form “It might be that…” or “Have you considered what [NPC] might be doing if he knew about this…” or something similar.
I equivate, and never come right out and announce a hint as a solid fact – not until the point at which the false story becomes completely untenable and the PCs figure out the real plotline.
It’s called “Misdirection”, and it’s been at the heart of stage magic and good mystery stories since I don’t know when. That’s because it works.
And, just to confuse the issue, I will still occasionally employ one of the other techniques described. I will still appropriate an explanation when the player’s version is better than my own. I still drop in the occasional deliberate half-truth or outright deception, or refusal to answer.
Preserving the suspense
I’ve been GMing some of my players for thirty years. I’ve been GMing Most of them for more than a decade. In that time, they’ve come to know me fairly well. They can read my body language, and my facial expressions. They’ve noticed that I sometimes get this knowing, cat-ate-the-canary half-grin when one of my plans is working, or when they guess the truth of a situation – so I practice wearing that expression at other times, too.
They are only just starting to figure that one out.
My players know that I can be counted on to lie when that’s what’s called for – and not to do so when it’s not.
Hey, would I lie to you?
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January 21st, 2014 at 5:59 am
I think what is lied about is more important than the type of lie. A spy tring to infiltrate players support network, paint your tongue silver and go to town. Lie about campaign premise when selling game to players, get the pitchforks and torches out this guy needs to learn a lesson.
January 21st, 2014 at 10:44 am
True, but that’s the difference between the GM putting a lie in the mouth of an NPC and the GM himself lying.
January 26th, 2014 at 10:49 pm
One thing that I have learned is, that sometimes it’s ok to tell the players too much.
I once played in a campaign, where we, the players, actually never got to knew what was happening around or even with us! This sucks. Sometimes its cool to built up tension by not telling stuff, but for me, as a GM, I rather have my players knew what it’s all about, at least, the overall plot.
In my Rise of the Runelords campaign (which I intermingled with stuff from the Shattered Star AP), I let them know very early in the campaign, who’s behind all of this and why. This way, I never have a problem with motivating my players, as they now know what it’s all about, and they decided to stop those guys machinations!
So, yes, lying or keeping quiet on a small scale is totally ok for me, but it’s always nice for a players to know what it’s all about in case of the whole campaign.
Back in the “good old days”, we all knew we were playing “Castle Amber”, or “Keep on the Borderlands”, and we all have read the back cover, and just couldn’t wait to be a player in that awesome story! And those were awesome times, too!
Today, I sometimes think, that RPGs have evolved perhaps too much – leaving the fun behind, while trying too hard to make it perfect, real, or more…, well, some say more mature.
The more simple you keep it, the more fun is had! This is one of my preferred takes on GMing.
January 27th, 2014 at 1:15 pm
Thanks for commenting, Tom. It seems to me that you have suffered from a bad experience (and I agree, the campaign you describe in your second paragraph sucked) and have perhaps gone a little too far in the opposite direction as a reaction to it. But for the most part, I agree with what you have written – as you’ll find out when the article I am currently working on gets published. That will either be tonight (if I get it finished in time) or in a couple of weeks’ time (if not).
One piece of information you didn’t supply was whether or not the ‘complete mystery’ campaign was described to you that way in advance of play starting, or was simply foisted onto the players with no warning. The first describes a failed experiment, the second is bad GMing in my book.
I’m glad that you mentioned players having read the back covers of the modules and knowing the`title of the module, because there is an under-appreciated art to doing this well, and it deserves a bit of acknowledgement. The writer needs to make the module interesting and exciting while avoiding giving away any of the key plot twists that are supposed to be surprises. You need to tell potential customers enough about the plot to enable an informed purchase while not giving away too much of the good stuff. It’s very easy to do this badly, and very hard to do it well.
Ultimately, the bottom line is to do what you have to in order to satisfy your players. Every group will have a different compromise point between complete disclosure and total secrecy, and GMs have to be able to figure out where this balance point is within their own campaigns. It sounds like you have found a balance that suits your group!
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