So, in a couple of the example adventures there are NPCs who try to trick the PCs. My players are generally asking "is there anything dodgy about them?" because they're used to the Sense Motive system in D&D where a skill check is made after the event.
But I'm not quite sure how to do this. Based on the rulebook the idea appears to be to have them make an opposed Deception check, but if I roll that in front of the players they'll instantly know something's up.
Furthermore, according to the rules getting threat/despair on Deception checks results in "giving away a portion of the lie", so it seems I have to adapt what the NPC says based on the result of the roll - and then it's not clear if I have to make it totally obvious and make the NPC look like an idiot or try to put a subtle clue in and risk the players missing it.
How do people deal with this?