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Friday, 6 June 2025

Forget the thumbscrews

A trope you often see in TV shows and movies these days is the hero torturing a suspect to get information. It cropped up in Watchmen and Daredevil among many others. Sgt Sam Provance, who exposed abuses at the Abu Ghraib prison in Iraq, points out in this BBC interview (25m25s in) that many of the real-life torturers in the US Army grew up thinking that's what the good guys do. An audience’s desire for a “strongman” (or in Watchmen’s case a "strong" woman) to brutalize the bad guys usually comes at times when people feel powerless and frightened, a sure sign of a civilization at a low ebb.

A truly strong hero in a confident democratic society doesn’t need to behave like a sadistic bully. I’m thinking of the Allied officer after the liberation of a POW camp in Burma. The Imperial Japanese commanding officer came to see him and asked why the Allied troops weren’t starving and beating the Japanese prisoners, given the way the Japanese had maltreated their own POWs. The Allied officer replied, “Because we’re better than you are.”

Torture is also usually ineffective at getting reliable information, though admittedly the states that employ it don’t usually care much about the truth. But we’re not here to discuss the effectiveness of torture, nor the libertarian psychology that stokes fantasies of it. (Hollywood writers have been embedding libertarian ideology into their scripts for decades, after all. I'm sure if you asked the President of the United States he'd yap, 'Torture? Big fan, big fan.') I'm not even going to talk about the moral arguments, which you'd hope wouldn't have to be explained to any civilized person. My gripe about torture in story terms is that it’s just plain boring.

Real interrogation, whether in fiction or roleplaying, gives you an opportunity for an interesting scene. One character has information they don’t want to reveal. The other character needs to gull them into telling the truth. Like so:

In GURPS, Interrogation is a skill quite separate from Intimidation, though the GURPS designers make the classic mistake of giving a huge Interrogation bonus for the use of torture. Players therefore tend to get the pliers out and make like Beria’s thugs, which is a pity because role-playing the scene in which the interrogator tries to outwit their adversary is potentially way more interesting than any combat could ever be.

The examples of torture in Daredevil are particularly uninspired because DD has special abilities that help him to tell when somebody is lying. But come to that the writers also gave him a gruelling concussive battle with a dozen or more mobsters where he could just have pulled the fusebox off the wall and beaten them easily in the dark. So it’s not too surprising that the writing of other scenes was sloppy and ill thought-out.

There are writers who do it well. Try the novels of John le Carré, whose interrogators employ the gamut of psychological tricks -- cajoling, bullying, charming, flattering, coaxing, probing and misleading until their subjects reveal the information, often without realizing how much they've given away. Le Carré's interrogators never need to dangle somebody off a roof or pull out their fingernails, and those scenes are so much more gripping because of that. (For example Tinker, Tailor, Soldier, Spy or A Perfect Spy.) Or consider Geoffrey Household's classic thriller Rogue Male, where the antagonist extracts a confession from the narrator who has not previously admitted the truth even to himself -- and that's under duress but without the use of physical torture, which is used by the bad guys right at the start of the novel with no useful results whatsoever.

Then take a look at this video in which a real-life expert interrogator analyses movie writers’ ideas of how it works. And next time you have an interrogation scene in a roleplaying game, consider how much more interesting it is to have it play out sans the waterboard and the big-dick posturing.

Tuesday, 3 June 2025

Ill doings in God's country

Dragon Warriors' 40th anniversary won't pass unnoticed as long as Red Ruin Publishing have anything to say about it. They've just released the seventeenth book in their series of DW adventures, and it's one of the best. The Curse on God's Acre is a 500+ section gamebook by David Donachie and Paul Partington:
Deep in the fertile countryside of Chaubrette, you find yourself in the isolated valley known as God's Acre. Here the sturdy locals grow wine and keep sheep — but all is not as it seems. A pernicious evil haunts the lanes and narrow fields.

Revealed at first in scraps of children's songs, in the blank stares of straw dolls, in the animals masks lurking in the shadows, in the tangled entrails of a murdered woman. Mysterious evil has the valley in its grasp and is squeezing ever tighter.
Special rules for dread and exhaustion add to the sense (for me, anyway) of a blending of Clark Ashton Smith's eerie tales of Averoigne with the straightforward secular horrors of The Wicker Man. But to make any such comparison is to sell this atmospheric and original adventure short. The Curse on God's Acre is a memorable solo scenario that deserves a place in every Dragon Warriors player's collection. You can pick it up for as little as $1 if you're hard up, and the artwork alone is worth more than that, so grab your copy now.

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