15 - Deceive
Deceiving the characters is often vital to a plot, such as a mystery. But what about deceiving the players?
Because the GM in most games is the narrator of the world they’re largely expected to be a reliable narrator. You need a sign not to trust it.
And they’re also making up what NPCs say on the fly so it’s easy to assume everything the NPC is saying is truthful as well and hard to indicate when one is lying, because on some level it’s all equally untrue. I often find it helpful to describe tone as well as perform it: “I didn’t see anything,” he lies.
And there are two main kinds of deceit at the table - purely in-character and out-of-character. A game where the PCs have secrets but the players don’t plays differently than one where the plots and schemes are actually hidden.
The former can be harder to play - I’ve met some players who can not avoid acting on OOC information - but it can also be fun to lean in to the blissful IC ignorance. “Sure, let’s go this way, Doppelganger Bob!”
The latter will result in more natural responses - but those responses may be hurt or upset. Something to be discussed up front, and might have to be curtailed.
15a - 3, 3, 6
Where, Proud, Art
An art heist! And not in a con-and-heist game! Is it a magical statue or treasure map painting or something like that which is needed for a more common adventure? Is it just to show up the proud sponsor of the show? And since the day’s prompt is Deceive, do some of the PCs trick their way in? And is the piece to be replaced by a forgery? Or maybe it already has been...
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