Some context: I'm a newbie DM running a campaign which is a remix of the Waterdeep: Dragon Heist adventure. It's a campaign full of politics, alliances, betrayals and deception. All the major powers in the city want the treasure and they are conspiring against each other and the party to win in The Big Game. And the party in order to get what they want would have to break the law, which in Waterdeep means a huge chance of finding yourself on a trial... Long story short, this campaign would be possible and exciting ONLY if all these folks would be able to lie to each other...
Here's what happened: one of the party members invested his precious spell learning resource on the Zone of Truth spell and he started to "turn it on" before EVERY social interaction with every significant NPC. During these interactions he would just be asking the NPC to say some things like "I haven't talked to Manshoon earlier this month" or "I'm not involved in any way with the kidnapping of Ranaer Neverember", etc. This obviously makes NPCs not able to lie about these plot-critical events...
Initially, I did so most of the NPCs would tell the party that the using of Zone of Truth is "impolite and inappropriate" for negotiations / business talk. So all of those major NPC refused to talk...
But then I thought: what about a potential trial or criminal investigation? Wouldn't all the trials then look like:
- Bob's on the trial, accused of killing Alice.
- The trusted 20-lvl judge casts Dispel Magic / Greater Restoration on Bob to ensure there are no Modify Memory shenanigans --> then he casts Zone of Truth --> then everyone in the court room can use Detect Magic to ensure that Bob is indeed affected by the ZoT spell's effect.
- Bob then asked "please repeat the exact phrase: I did not kill Alice"
- If Bob can't easily say that exact phrase - boom, he's guilty!
- ...
- PROFIT! Bob is going to jail, no lawyer salaries wasted! "Speedy Waterdeep Justice for You" 😂
So... I ended up nerfing the Zone of Truth spell for this campaign, almost banning it... It worked OK. Our campaign continues and the party is having a great time navigating thought the crazy politics of Waterdeep! But that guy who wanted to go crazy with the Zone of Truth spell left the campaign, so I still regret that decision, like I killed his player agency with that ruling 😥
From your DM-ing experience, what could be some smart ways to deal with the Zone of Truth spell in a campaign intended to have a lot of deception? Just ban this spell at the start? Or is there a better way?