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How should a GM role-play a torture scene for a PC?

In one of my games, one of my PCs will be captured by the enemy who wishes to get information from him, using... less than ethical methods.

Leaving whether or not the information is divulged to a dice throw seems a waste, but on the other hand, it's hard to force a player to give up info if he doesn't want to.

I'm playing an L5R campaign, with the L5R system.

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Hi, jihi. Are you using a published system to run this game, or is it more freeform? If we know what rules you're using, it's easier to give more concrete suggestions. – Jadasc Dec 14 '10 at 16:52

5 Answers

up vote 8 down vote accepted

There are a couple approaches.

First option - don't. Make real sure your group is on board with this, because many people find scenes like that at the table unacceptable (and it's not just binary, there's also the depth to which you go into it). There's a lot of related topics (loss of control, permanent effects on a character, squeamishness, other psych issues) that really bother people about it.

I and my gaming group aren't really squeamish, so we'd skip past that option, but it's worth saying.

Second option - make it a mechanic. Some games specifically have skills for that - in Alternity, there's both Physical Resolve and Mental Resolve stats that can be used in a simple or complex skill check situation to quickly simulate torture and the PC "giving it up" or successfully holding out/giving false information. In D&D you might use opposed Concentration vs Intimidate/Profession:Torturer, Bluff vs. Sense Motive, or similar. In L5R, there is actually a Low Skill called "Torture," I would assume you'd use that.

The use of Torture is dishonorable because it involves touching blood, sweat and dead flesh. When using Torture, a character is trying to extract information from the tortured character using pain. Torture is a contested Awareness+Torture roll vs. the opponent's Stamina (deducting a number of dice equal to his current Wound level, of course).

The main drawback here is that players always hate control being taken away. Sure, there's always charm and paralyze and stuff, but it is often even more objectionable when there's not the excuse of "it's magic and you failed your save."

Third option - make the PC feel it. Have the torture do not just "hit point" damage - do stat damage, some temporary some permanent (or whatever analogue of that L5R supports - reduce Traits, for example, or apply Disadvantages like "totally jacked up"). See if permanent damage convinces them to talk. The main drawback here is that many players will just opt to die rather than talk, as it's an easy choice to make, and if left with a crippled PC they'll just demand to roll a new character/commit suicide/leave the group and call you names.

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How I'd do it- less simulation, not too much detail.. but enough that it makes sense in context. The point is, make the scene serve the game.

For example, I might say as the GM "You get captured..imprisoned for a while, and then one day they torture you. Terrible things happen.. you are permanently scarred (both mentally and physically) by the twisted and painful things that happen to you. However.. what happens is up to you. They keep asking you about (whatever issue).. What do you end up telling them?"

Which isn't too graphic, really. And it lets the player decide ultimately what the outcome is. Does he try and bluff? endure? you know.. and also it gives him a hook to roleplay off of (he can decide he hates the race/cause/nation of his torturers, he can decide that he can never allow torture to be used on anyone else.. or maybe he becomes a torturer himself, ala Said in Lost, etc..He develops a phobia of knives.. he loses an ear or an eye or something. The point is- it's all a hook).

I don't advise going into detail; that's just juvenile, usually. Even if you have the best intentions.

Hit points are a non-issue, really, although skill checks might make sense. Also talk to the player beforehand about how cool it might be if some info slipped out. Getting a player to pick a losing option on purpose isn't as hard as it seems if you can convince them it makes for a more interesting situation or will in the future.

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There is a third option, other than pure roleplaying and rolling dice, which is to offer a choice.

For example, here's a difficult choice. Either the character gives up the information or suffers a random amount of damage. Make it clear that, if the damage dice roll high enough to kill the character, the character will die.

So, then, the player chooses between giving the information or a chance the character will die.

IF you prefer something more narrative, try this. Either the character gives up the information or someone close to the character dies.

Alternatively: either the character gives up the information or a prize piece of a equipment is destroyed. Either the character gives up information or they lose an arm. Either the character gives up information or another PC takes damage. There are lots of possible choices: pick one that will engage your group.

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Rationale should influence approach

I guess this all depends on the narrative purpose of the torture scene. Does it need to be played through? If not, go with some of the other suggestions here. Say 'you were tortured and move on.' It's good advice.

If you feel that there is some important reason that you play through the scene proceed with caution. I've run torture scenes in the past but have always 'faded to black' before the actual torture takes place. Showing some nasty/out of left filed torture devices and having the villains talk of what they're going to do is enough. It seeds enough enmity and provides for roleplaying opportunities.

Player Agency

The tricky question of player agency is important too. In my experience, players don't like having their characters knocked out, tied up, gagged, etc. It takes them out of the scene and can make them feel frustrated. It's a tricky task, but if possible I'd play to their character's strengths while letting the scene play out. Regnar the barbarian won't break. Loki the thief sows disinformation. Find ways to let them play their characters being tough, smart, cunning so that they don't simply feel as though they're being railroaded or restricted.

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Torture can mean many things is the pc attached to anything? Anyone? His reputation? He could hire a shape-shifter to kill the king making for some great role playing any thats torture. Also same could be said boy if I was a honorable person and someone took my form and tortured people i would give up my rights and serve the crime if the real reason could not be shown, for not protecting them better and allowing it to happen. All kinds of ways to accomplish this other than saying they pull a tooth out.

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