Author: Idiot/Savant (---.net.nz)
Date: 09-05-2002 02:36
The core of this article seems to be about how to stop truth-determining mcguffins (spells, psychic abilities, technotoys) from ruining your political plots. I think this is missing the point somewhat.
In a political campaign, truth is only of secondary importance. What matters is what people believe, and what you can convince them of. This cannot be stressed enough. The existence of truth-determining mcguffins doesn't change this one iota - all it does is shift questions of trust and belief away from the questioned and onto the mcguffin and its user. You've pointed this out, but been sidetracked by mechanics and legalisms rather than seeing the obvious conclusion: unless the mcguffin is both public and widely trusted, it's no use at all. Sure, the PCs may know the truth, but they still have to convince everyone else. At best their mcguffin is a tool to point them towards finding _real_ evidence - kindof like an illegal wiretap is to the FBI. And if private intelligence is all the PCs require, there's still the question of what they're going to do about it...
And that points us at the real solution: plot. Having plots that aren't ruined by the PCs knowing the truth is a simple matter - there's plenty of scope in that. If you want to preserve mystery, you can have the antagonist be aware of such mcguffins and intentionally set out to avoid or manipulate them, as in "Minority Report". Truth-mcguffins only derail _stupid_ plots, not smart ones.
Idiot/Savant
[Oh, and if your mcguffin is both public and widely trusted, you still have the fun of getting the right person in the hot seat. This can be an adventure in itself....]
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