How do people deal with scenarios that have a mystery element to them, and you want to keep some information from being discovered by the players too early in the encounter to get a decent dramatic effect?
This issue came up while I was running Debts to Pay and the PCs investigated the facility. As they were speaking to the NPC who later turns out to be the main antagonist, one player asked to use Discipline in order to determine "if the NPC is lying". They knew something strange was going on, and had received conflicting information from different NPCs, but didn't know which to trust - or if the NPCs themselves were mistaken or being manipulated.
This creates one problem, that when I tell the player that this roll is a purple and two reds they will immediately realise that this NPC is far more important than they appear, and then if they succeed I don't want to tell them "You realise that this character is lying about someone else having committed the murders!"
In my own case, the players didn't take much notice of the difficulty of the roll, but they did manage to succeed. I fudged it a little, and simply said that the NPC didn't seem especially pleased to see the PCs. This seemed to work well, as they decided to distrust another NPC, assuming he was being manipulated by forces unseen, and the responses I got from the players when they finally discovered the truth and how it all fitted with the evidence they had come across were very satisfying. But I'd like to know how do other GMs deal with this sort of situation, where you don't want the random guess of a player to stumble across the plot prematurely? I suppose part of being a good GM is being able to adapt to the players doing this, and throwing out the second half of the module, but that doesn't seem very satisfying.
Edited by kaisergavreadability