[RPG] How to make interrogations interesting

gm-techniquessystem-agnostic

Throughout my gaming career, one type of interaction has consistently failed to engage me: interrogations.

All of the interrogations that I have seen in roleplaying games follow this formula:

  • Interrogator (PC): What do you know about X?
  • Suspect (NPC): I don't know anything about X!
  • Interrogator: Yes you do!
  • Suspect: No I don't!
  • Interrogator: Yes you do!
  • Suspect: No I don't!

This continues until the PCs either give up or, in keeping with RPG traditions, resort to torture. All in all, these scenarios take up time without providing anything of interest, and risk hurting the story and the setting because the "heroes" end up acting like villains.

How do I make interrogations more interesting than this?

Among other things, I would like to know:

  • How do I add structure and variation to an interrogation so that it becomes more than a yes-no argument?
  • Can I involve multiple PCs? Should I?
  • Can I involve other skills than interpersonal ones?
  • When is the interrogation over? What happens if the PCs fail to get answers?
  • What can I adapt from negotiations? What is different?

I'm focusing mainly on situations where PCs are interrogating a suspect (since those are the most problematic ones), but I would also appreciate advice on how to handle witness interrogations or the PCs themselves being interrogated.

Let's focus on solutions that don't involve torture or the threat of torture. We can do better than that!

Best Answer

As with almost anything in roleplay, a little research on the real world can pay large dividends. Begin by looking at real-world police technique.

(To begin within, Google "Reid technique" - badly outdated but still generally used in the US, and appropriate for most fantasy games as well - and the "PEACE method", a more recent approach widely used in Europe.)

To look at your points in order:

  • The first thing to bear in mind is that an interrogation is not an event in itself, but part of an investigation. We interrogate to get relevant information. So the interrogation is affected by what other clues and information the players have.

    Give them leads that they can confirm, or refute, by interrogation. Knowing what questions to ask is half the battle. Let them take that information out of the interrogation, and follow up on it, and come back when they know what else to ask.

  • Yes, you can and should involve multiple PCs. ("Good cop / bad cop" is one of the oldest interrogation tricks in the world, because it works.)

    (They don't all need to be good at interrogation! There's good roleplay in the scene where the subject was about to reveal something, until a cack-handed amaterur lets slip the lead interrogator's bluff...)

  • Non-interpersonal skills can, and should, provide information that can then be used (via interpersonal skills) to persuade, taunt, inform or lie to the subject. (e.g. Knowing what poison was used on a murder victim may let you intimidate a suspect who could have supplied it... or catch him in a lie.)

  • If you don't want the interrogation to be an infinite loop, don't loop. People who genuinely "won't talk at all" are extremely rare... and mostly hardened interviewees. Instead of deciding whether the NPC will or won't talk, you should be decided which topics he wants to talk about, and which he is avoiding.

    Your "no" can then become a "no, and..." - an attempt by the NPC to steer the conversation in a new direction.

  • If the PCs fail to get answers, you should have provided some alternate means for information to be obtained and the plot to continue - maybe at a cost in effort, resources, or reliability. For example, the subject might talk willingly... if a favour is done for him first.

    (This falls firmly under the "never call for a skill roll you don't want to fail" principle - if a failed interrogation derails your game, why allow it to happen? Either provide an alternate way to progress the plot when it fails, or make sure it succeeds.)

  • Most things that apply to negotiation apply to interrogation. However, bear in mind that a detective is a bit of a con artist: a negotiation has to think about the subject's opinions afterwards, but an interrogator is (usually) only concerned with the subject's reactions during the invesetigation. An interrogator can afford to lie or bluff to get the desired results.

I recommend that you take a look at Mutant City Blues; being a police-based game, it has a few pages (p109-111) summarising interrogation technique, with GM advice on ways to make it work in play. (It also has a lot of useful ideas about investigation-led game design in general.)