spidersrepublic
Mongoose
How do the referee's out there handle PCs lying to each other?
So far I've been doing opposed Intelligence tests, with PCs being able to add their "carouse" skill.
Obviously this is very Roleplay-oriented, I usually force them to make a test every time a character tries to lie (Usually a sentence or two, sometimes as much as a minute-long dialog, depends on the Roleplay, I try not to interrupt when PCs are speaking in character!)
Anyway the results of the opposed intelligence test I interpret as thus;
If one PC beats another marginally, he is aware of what is going on. The Lying PC has an inkling his cover may have been blown.
If they are even, neither can discern what the other is up to beyond the face value of what has been said.
If a PC has been badly beaten, they are unaware that they've been busted, and the other PC knows they are lying.
Any ideas for implementing more diplomacy into Traveller?
in D&D they would be making bluff and diplomacy checks all over the place.
Perhaps I could give them a weeks training in "Deception" or "Carouse" for some successful lying in a session as a kind of Experience point for good roleplay and successful rolls
That way the more they lie, the better they get at it. likewise for seeing through lies. Some PCs might become masters of truth detection ('Lie to Me' style) Perhaps a "Sense motive" skill?
The reason is ask is one of my PCs (Droyne ex-thief) murdered a Tugboat crew, cleaned up and spaced the bodies, then claimed he knew nothing about what had happened. Lied straight-faced to the rest of the party, and managed not to blow his cover. the Droyne Thief got away with it!
So far I've been doing opposed Intelligence tests, with PCs being able to add their "carouse" skill.
Obviously this is very Roleplay-oriented, I usually force them to make a test every time a character tries to lie (Usually a sentence or two, sometimes as much as a minute-long dialog, depends on the Roleplay, I try not to interrupt when PCs are speaking in character!)
Anyway the results of the opposed intelligence test I interpret as thus;
If one PC beats another marginally, he is aware of what is going on. The Lying PC has an inkling his cover may have been blown.
If they are even, neither can discern what the other is up to beyond the face value of what has been said.
If a PC has been badly beaten, they are unaware that they've been busted, and the other PC knows they are lying.
Any ideas for implementing more diplomacy into Traveller?
in D&D they would be making bluff and diplomacy checks all over the place.
Perhaps I could give them a weeks training in "Deception" or "Carouse" for some successful lying in a session as a kind of Experience point for good roleplay and successful rolls
That way the more they lie, the better they get at it. likewise for seeing through lies. Some PCs might become masters of truth detection ('Lie to Me' style) Perhaps a "Sense motive" skill?
The reason is ask is one of my PCs (Droyne ex-thief) murdered a Tugboat crew, cleaned up and spaced the bodies, then claimed he knew nothing about what had happened. Lied straight-faced to the rest of the party, and managed not to blow his cover. the Droyne Thief got away with it!