Message:Allan Quatermain's Consanguine, NPC Dialog
The game uses very pulp, direct conversation. Instead of pure dialog role-play, we can use a dice rolling shortcut. The questions (by players) should try to be general, but there is a great deal of lenience, deference (by Ref) to expedite the gaming process. You either get the right answer or no info. Deception by NPCs is rare in our tales. You can see though lies and learn the opposite truth. Or you sense the lie and know nothing can be gained.
All the answers are predicated on making Stat rolls. Though obvious, not all are related to Raconteur. Some require Genius (intellect) or Recall (observations during adventure or life in general). Others need finesse, mental gymnastics (Agility) or an Eagle Eye to detect lies.
None of these conversations are meaningless tripe. All that is considered taking place and ignored (a waste of game time). When a picture is presented, it's to offer choices or even determine if next scene is Path A (advancing) or Plan B (setback).
The players, shown an image, can ask reporter-style questions: Who, What, Where, When, Why & How.
Who: Who are you? Do you know WHO? Your profession is Idol Carver?
What: What are you doing? What is that you carry? What is that symbol on your medallion? What is that Tattoo?
Where: Where are going? Where did you come from? Have you ever been to PLACE?
When: When did this happen?
Why: Why did this happen? Why did you do that?
How: How did you survive? How did you get that object? How did you arrive here?
Though WHO? and WHAT? may be your only options (to start). The options are typically given to group and expanded as choices are made and diced successfully. Like a truth table in computer games, perhaps.
WHAT? is the most direct, very British, question. It has high degree of relating important info or clues. But it also is critical that the roll be made. Failure here can shutdown the conversation, a lost opportunity.
WHO?, on the other hand, is generally used to establish rapport. Instead of the correct answer to pass an obstacle that might gain a pip modifier or change the Stat needed for a later question. e.g., You may now substitute Recall for any Stat test here. In cases where you are trying to discover a person's role, WHO? is used instead of WHAT? Meaning you do not challenge—What is your job?—to uncover many relevant facts to move the plot. Who are you? is generally a good way to understand the NPC significance.
The other questions may be restricted. Sometimes you must first get rapport to ask follow-up. Meaning you may not get to ask WHERE?, WHEN?, WHY? and HOW? until you first make a roll with WHO? or WHAT?.
Sometimes the act is made putting the NPC under duress, as a threat, torment or blackmail. e.g., "Let's beat it out of him." That can allow two attempts for the Stat roll. But failure results in the victim dying or telling falsehoods, the opportunity lost. Even if the group had multiple suspects, torture is not a serial event in our game. The rest (of the victims) would resist all questions or fall likewise to overkill. The player character may also just give-up in frustration when he fails this coercion.
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Example with Viceroy of India. You are not receiving a warm welcome, after details of your mission were leaked. Players may WHO?, WHAT?, WHERE? or WHY?
Who: Discover you share a distant cousin and at least one of you attended University of Bombay, his alma mater. Success at Genius to allow anyone to substitute Recall as a Stat option or by alternate choice allows HOW? to be attempted. No, penalty for failure. Roll only once.
What: The governor, Lord Canning, wants you gone. He feels the ill-will you generate is not worth the scientific gain. Attempt Raconteur. If you do not convince him otherwise, you will all be branded as outlaws. That will add a D4 extra skirmishes with his patrols. Success here adds options WHEN? and HOW? Failure here ends conversation, unless you make demands. You can try a second time with a second player; however, failure results in insubordination, a courtyard whipping for vicious.
Where: Attempt Eagle Eye to see a tactical map on the desk, detailing that various tribal chiefs are in open rebellion. A dispatch also explains the locals hate these archeologists looting ancient temples. They fear the rise of the ghostly minions of the Monkey God. Attempt as many times as desired. This is not permission. But success will allow WHEN?
When: Attempt Agility, to talk of sports and to sense the governor is not looking for trouble. He asks if you will wait for the Monsoon season, no one will be the wiser. You will be wet. But that is the cost adventurers often pay; Skill Rugger would be required to accept delay. Will this be a penalty later, a swollen river? That must be seen. Leave on your journey late or continue questioning.
Why: Discover your baggage has been impounded, because various tribal chieftains have complained that your group has a reputation for stealing artifacts. Attempt Raconteur to get your property released. You can try as often as desired; however, each failure results in charges of insubordination, refusing to leave as persona non gratis, with a courtyard whipping for vicious. Yes, a double failure—assuming over a couple of days when you came back to press your case—can kill.
How: Haggle and plead. Attempt Genius or Raconteur. Attempt once each (around the table), but your chances decline by one with each failure (apply neg adjustment of Stat). Success to obtain written authorization to continue your adventure and cross tribal lands (and steal artifacts). If the result ever becomes dice don't roll that high, your only good option may be WHEN?
Does WHY? occur, the confiscated baggage, if you never attempted WHY? Perhaps, nope, maybe, certainly. Ref could hint when something has been left unsaid.
Yours,
IronRed
26-Sep-2025