Questions about "Quest"ions
Posted: Mon Jun 20, 2011 3:41 pm
Ok so here's the thing, I am fairly new to being the GM, so far my players like the game, they liked the battle they just had against the Haunting Children from Dino Swamp, they complimented me on the level of organization and detail I put into to make things "alive" but where I find I lack (which is fitting because I just read the GM pros/weakness thread) is I need to come up with a better system for NPC's to answer quest, questions.
Basically it's this, when I am running the type of adventure where they need to find a person, gang, info about a sacred relic, etc. I need a better way to handle, how much and when to, give the info the players need to move on to the next step of the quest.
For instance, their new assignment is to try and track down a gang that is believed to be harvesting bionic parts from living people. So obviously they need to scout around and ask questions. Say they ask the bartender of some bar if he knows anything, what do I do, tell them no and let them move on, tell them no and kinda hint he's lying, or tell them yes and give them bits and pieces?
I find I can come up with good stories but with being new to GMing, it's this part I have trouble with. I suppose I could just let them try a few places and then the next person they ask happens to have information, but that seems weak story wise to me. And if I draw it out too much it will get boring. How do you keep it believable and exciting ? For this example the main part of the adventure, is the actual adventure part of doing the detective work.
I used to have a chart I would roll on (based on a 20 sided die with some percentile elements thrown in) when they asked an NPC a question something like:
1-4 Honestly doesn't know anything
5-8 Knows but lies and says they don't
9- 12 Knows but refuses to tell
13- 16 Lies and passes it off as truth
17-20 Tells the truth
and then I had sub categories like, if it was knows but refuses to tell, I had things listed like
1-5 willing to take a bribe
6-10 can't be forced/scared into talking
11-15 Willing to talk with show of force
16- 20 Minor torture/threats/beating
or Tells Truth:
1-6 gives the info freely
7-13 wants payment
14-20 trades for a service
things like that, and I had percentile beside them all. Should I just stick with this kind of system or does someone know a better method ? Obviously I know the answers, but obviously I can't allow every NPC (which is also me ) they encounter to know the answers too!
any ideas, comments on my chart example (the one I used to have written out was more detailed but I lost it, I just came up with that one now in like a minute, lol) ?
Basically it's this, when I am running the type of adventure where they need to find a person, gang, info about a sacred relic, etc. I need a better way to handle, how much and when to, give the info the players need to move on to the next step of the quest.
For instance, their new assignment is to try and track down a gang that is believed to be harvesting bionic parts from living people. So obviously they need to scout around and ask questions. Say they ask the bartender of some bar if he knows anything, what do I do, tell them no and let them move on, tell them no and kinda hint he's lying, or tell them yes and give them bits and pieces?
I find I can come up with good stories but with being new to GMing, it's this part I have trouble with. I suppose I could just let them try a few places and then the next person they ask happens to have information, but that seems weak story wise to me. And if I draw it out too much it will get boring. How do you keep it believable and exciting ? For this example the main part of the adventure, is the actual adventure part of doing the detective work.
I used to have a chart I would roll on (based on a 20 sided die with some percentile elements thrown in) when they asked an NPC a question something like:
1-4 Honestly doesn't know anything
5-8 Knows but lies and says they don't
9- 12 Knows but refuses to tell
13- 16 Lies and passes it off as truth
17-20 Tells the truth
and then I had sub categories like, if it was knows but refuses to tell, I had things listed like
1-5 willing to take a bribe
6-10 can't be forced/scared into talking
11-15 Willing to talk with show of force
16- 20 Minor torture/threats/beating
or Tells Truth:
1-6 gives the info freely
7-13 wants payment
14-20 trades for a service
things like that, and I had percentile beside them all. Should I just stick with this kind of system or does someone know a better method ? Obviously I know the answers, but obviously I can't allow every NPC (which is also me ) they encounter to know the answers too!
any ideas, comments on my chart example (the one I used to have written out was more detailed but I lost it, I just came up with that one now in like a minute, lol) ?