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What is Information
Laundering? Well to quote from the authoritative source, the Slayers
Guide to Games Masters, information laundering is: the
transformation of "dirty" player information into "clean"
character information.
Properly
used and understood, information laundering can give a modern,
forward-thinking Munchkin a vital edge over his or her (although
let's face it, it's a him, so I'll stop with the gender neutral crap
right now) GM.
The
problem of resolving situations where a player knows something that
his character doesn't is one that roleplaying has had to face since
its inception, and different groups have handled it in different
ways.
The
group I played with during my teenaged years used the classic "leave
the room system". By contrast, my current Thursday and Sunday
groups uses a dual system of maturity for them, and amnesia for me (a
notorious session amnesiac).
Leave
Room System: players physically leave the room whenever events
are occurring that their character is not aware of.
Maturity
System: players are mature enough to refrain from acting upon
information that their character is not aware of.
Amnesia:
player has the memory of a goldfish and thus forgets everything he's
heard within five minutes of hearing it, regardless of whether or not
it's information his character is aware of.
All systems have
their disadvantages, especially amnesia, which renders your character
functionally incapable of meaningfully participating in any scenario
role beyond that of "bloke who walks around behind party twatting
anyone who the other guys start twatting".
My particular low
point with the "leave the room" method involved a campaign that
my then-friend Rich P started when we were fourteen or fifteen. This
was played at my house, on Saturdays from 12 to 5, with play
occurring in the front room, and "players not present" sitting in
the back room.
Rich was starting the
campaign with the premise that the characters did not know each
other, but would - upon arriving as strangers in a city - meet up
with each other and form an adventuring party. But he decided that it
would be unrealistic were we to arrive in the city at exactly the
same time, so he started us off at staggered intervals.
I was the last one to
start play, some twelve hours, and two and a half play
sessions into play.
Yes, I spent two
complete Saturday afternoons and a bunch of one more sitting in my
back room, alone for the last few hours, waiting for someone to poke
their head round the door and tell me I could come in.
Lets just say I'm not
a big fan of the "leave the room" technique.
Because of the
problems involved with leaving the room, and the impossibility of
making people amnesiac (you're just born that way - unless you suffer
a traumatic head injury, in which case you weren't), most groups fall
back on the classic "Maturity" method.
Which is where the
opportunity for some subtle cheating arises provided that you can
successfully launder the dirty player information into clean
character information.
Let's go through some
techniques.
Desire Based Laundering
Desire based
laundering is perhaps the most widely used information laundering
technique. It's best explained by example, so I'll use an incident
that occurred in my Sunday group's Call of Cthulhu campaign (John is
GMing Horror on the Orient Express) just a few weeks ago.
We start with General
Tangent's character, a journalist with an interest in history, laid
up in hospital after having been badly wounded in a previous session.
Meanwhile, TAFKAC's character Mr Drake, a private eye with absolute
no aptitude or interest in history, is scouring the city for clues,
and has just been given a stack of history books which he is about to
put to one side (it doesn't occur to him that they could be at all
useful).
So General Tangent
was in possession of very useful player information (that TAFKAC's PC
had some books that General Tangent's PC could usefully spend the day
reading) and therefore needed to launder that dirty player
information into clean character information.
What he came up with
was classic desire based information laundering:
General
Tangent: I'm really bored. I could do with something to read.
I'll get the hospital staff to send a message to Drake asking him to
bring some books in for me to read.
And of course, Drake
isn't going to waste a load of time and money buying books when he's
got a stack of them he's wanting to dump somewhere, now is he?
Telephones, mobile or
otherwise, can often provide a convenient means of information
laundering.
"You
know, I really feel a bit lonely. I really want to talk to Bill. I'll
stop the car at the first payphone I pass."
A few minutes later.
"Hi Bill. How are
things go- What's that? There's a car bomb under my car set to go off
at midday? You've been trying to get hold of me all day to let me
know? Wow! It's so lucky I called you!"
The thing to remember
is that you need to convert a "hard" player fact into a "soft"
character desire.
Pre-Induced Desire Based Laundering
This is a variant on
the above technique which avoids the suspiciously arbitrary nature of
standard desire based laundering. A classic pre-induced desire based
technique is to avoid mentioning that your character is eating, thus
storing a behaviour-change trigger that you can later
use.
For example:
Player
One: [Shortly after learning, out-of-character, that there is a
bomb under his car set to go off in twenty minutes time at noon] I
haven't eaten anything today, have I?
GM: [Warily] No.
Player One:
Well I must be feeling pretty hungry then. I'll do a u-turn and head
back to that diner I just passed a couple of minutes ago.
GM: [Grumpily] As you tuck into your brunch the parking lot is filled
with a huge fireball as your car explodes.
Player One:
Oh no! That's terrible! I could have died! Wasn't it incredibly lucky
that I happened to stop to get a bite to eat?
GM: Wasn't it.
This sort of
technique is much harder for the GM to argue against, because your
character hasn't eaten all day and is therefore hungry.
A clever launderer will avoid reuse of behaviour-change triggers and
will attempt to always have at least a couple of potential triggers
active.
Time/Pace Management
This is probably the
simplest of information laundering techniques, relying as it does on
manipulation of game time.
Imagine a
1920s gangster game, in which your character is in his apartment
preparing to go out for a drive. Unbeknown to him (the PC that is,
the player knows all about it), an assassin is waiting outside in the
bushes, preparing to shoot him as he exits his front door. Meanwhile,
his best friend (a fellow PC) is frantically driving across town,
hoping to get there in time to prevent the assassination.
The answer here is
simple: run the game clock down. Have a leisurely breakfast. Do the
washing up. Notice as you do so that you haven't cleaned the kitchen
for a while, and so do a bit of cleaning. Do anything rather than
walk out through the front door and get shot.
That's a simple,
slightly contrived example, but it does illustrate the technique.
Note also that it includes a combining of techniques; I'm sure you've
all noticed that the kitchen not having been cleaned for a while is,
of course, a stored behaviour-change trigger.
Cliché Neutralisation
Some player
information is gained through the recognition of clichés. The
guy in the black hat is evil. The old man who approaches you at the
bar and offers you to buy you a drink is a patron who will offer to
hire your for a quest - and not the lonely old pervert he would most
likely be in reality.
Plots are transparent
things at the best of times, but the typical roleplaying scenario is
particularly so - compared to a game plot, a Barbara Cartland romance
novel would look like the Da Vinci Code's elder brother. A scenario
is usually littered left and right with the myriad metaphorical
"adventure this way" signs that are necessary to keep five
bickering, dysfunctional, retards (a.k.a. a typical adventuring
party) heading in the right direction.
This effect is then
further magnified by the fact that the GM usually presents you with
only edited highlights of your characters' lives, only mentioning
events, things and people that are significant.
So let's imagine that
through not so skilled use of cliché reading, you've figured
out that the kindly old man who's offered to let you stay the night
in his castle for nothing more than the pleasure of your company at
the feast he provided is actually an evil old pervert death mage who
will, during the night, kill you all in your beds and then raise you
as zombies. (Except for the halfling thief who will be kept on as
some kind of sex toy).
What do you do about
it?
Well the obvious
thing to do is to set a trap in your room, stay awake, and then jump
the bastard and slot him as soon as he enters. But this is, of
course, use of player information, and will therefore be barred by
your GM who will insist you go to sleep. "You can't just go around
assuming that everyone you meet is trying to kill you," he'll say.
"He's just a kindly old man who's done nothing whatsoever to arouse
any suspicions."
You need to launder
this cliché-derived player information.
Luckily, we have a
specialised weapon in our armoury designed to take out specifically
these kinds of clichés: cliché degrading facets.
A cliché degrading facet is an aspect built into your
character at character creation time that will be inherently
destructive to any clichés that the GM might expect players to
ignore. Now these can be built using advantages and disadvantages,
where a system supports them. But cliché degrading facets can
equally be used in systems that do not support character traits; in
fact these systems are sometimes superior as you can claim that you
are "roleplaying", thus neatly diverting attention from your
true, long-term munchkin aims.
Let's go back to the
example above. Imagine if, during character creation, you had read
out the following character history to the GM and your fellow
players:
"Okay, my
character's called Pieter DeRealto, and he's a slight but wiry ranger
from the mountains to the north. He grew up in a quiet and peaceful
village, the son of the village blacksmith and the local midwife, and
he soon learned to love the mountains. However, when he was seven a
kindly old villager befriended him, giving him presents of exotic
food stuffs and allowing him to play in his home, and then proceeded
to spend the next several months sexually abusing him. As a result,
he is extremely suspicious of people who offer aid or hospitality
without any apparent gain on their part."
I think it's pretty
obvious what the cliché degrading facet is there. With a
character history like that, staying up ready to ambush the old man
could not in any way be described as cheating. Hell, the gullible
might even fall for a claim that it's roleplaying.
So what you need to
do, before the campaign starts, is attempt to deduce every cliché
your GM might come up with (the road that obviously leads to danger;
the "harmless" hanger on who will kill you in your beds and steal
the treasure; the crying peasant/child/widow who will only send you
on a quest long on danger but short on reward) and built in a
countering cliché degrading facet during character creation.
Stealth Laundering
Let's imagine a more
unusual cheating scenario: you're playing a tournament game at a
convention that you secretly played before, at a different convention
with a scratch (junk) character. You're now playing with your primary
character, and you want to use the player information you now possess
to ensure that your primary character plays a perfect scenario. XPs
and acclamation will be yours provided that you can successfully
launder the player information you have into clean character
information.
Now this is a
slightly different situation from conventional information
laundering. We are usually concerned with forcing a grudging
acceptance of information that everyone at the table, GM included,
knows to be player information - which means that our laundering
doesn't have to be subtle, it just has to work. In this case thought,
the laundering has to not only convert the player information into
character information, but also do it is such a way that our cheating
is concealed.
Which is where we get
to stealth laundering.
Now in this example,
much of the player information will relate to random choices - which
corridor leads to a trap and which leads to treasure, for example -
allowing us to simply make the right random choice each time. And
similarly, where a deduction is required (solving a riddle, for
example) you can simply appear to deduce the answer.
But even in those
cases stealth laundering may be required, for fear you start to
appear implausibly lucky or clever. So let's look at how we can
launder in a stealthed environment.
Time/Pace management
is usually the most effective technique to use in this kind of
situation. When your party approaches a corridor which leads to
treasure, you act fairly decisively, taking the lead. By contrast,
when the party approaches a corridor which leads to a trap, you
hesitate for a moment, just long enough for someone else to take the
lead. The key to ensuring subtlety here is to act just an instant
before or after the other characters, depending on which way you want
the action to go.
Player Knowledge
A related cousin of
player information is what might be termed player knowledge.
Player knowledge is knowledge that the player possesses in real life,
but which his character does not.
The most typical way
for player knowledge to cause problems in fantasy settings is when
players attempt to make use of the knowledge that charcoal + sulphur
+ saltpetre = big bang = world domination.
Now we're typically
talking about obvious situations where you have an Int 3 Barbarian
played by an astrophysicist, and the characters are supposed to hire
someone who can navigate via the stars. But it can involve more
subtle situations where the GM is unaware of your knowledge.
Imagine that your GM
has decided to base his entire scenario around the plot of this
season's blockbuster novel, The Michaelangelo Code, under the
mistaken belief (mistaken, because when he asked you about it you
lied) that none of the players, including you, have read the book and
are therefore unaware of the shocking, controversial, and
hitherto-unrevealed fact that lies at the heart of the book: that the
New Testament of the Bible was not, as is usually supposed, the work
of 1st century followers of the son of God, but was instead written
by a 17th century Portuguese forger and petty thief called Jesus de
Christo.
You know, come to
think of that, maybe I should give that a go... Hey! It worked for
Dan Brown! Start with a riddle or two, throw in a Salvation Army
Assassin...
The question is how
to use that knowledge. Well where the knowledge is secret, then the
the advice given in the above section on stealth laundering is highly
relevant. But either way, there are certain tricks you can use when
the knowledge concerned is factual and documented.
Targeted Research:
This is a bit of a no-brainer, but you can back the GM into a corner
much more efficiently if - rather than just announcing out of nowhere
that "the answer is such-and-such" - you instead suggest a
particular library or museum or temple that the characters should go
to research to.
The Hypothetical
Question: It's an often stated principle in life (often
over-stated to the point of being a cliché) that an uneducated
person can often, through lateral thinking aided by a "clean sheet"
perspective, through new light on a subject that might baffle an
expert. You can take advantage of this (it's often a good idea to try
and ham it up in an "ignorant yokel wisdom" kind of way that your
GM might mistake for roleplaying) by asking an apparently vague,
searching, hypothetical question that will allow the rest of the
party to zero in on the answer. (And they might be so chuffed at
solving the question that they'll overlook your otherwise suspicious
role in the process).
Closing Thoughts
Information
Laundering is still very much a young science, and new techniques are
being developed every day. However, when skilfully used it can be one
of the most powerful weapons in the munchkin's armoury.
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Copyright © 2006 Critical Miss Gaming Society
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