Forum changes: Editing of posts has been turned off until further notice.
Started by Eric Provost, October 10, 2004, 12:23:17 PM
QuoteIf anyone knows of a thread or two, I'd love a link.
QuoteThe investigators don't so much see the clue sitting there, as they identify that what they see is a clue. Hastings might see the item sitting about the crime scene, but it's Poirot that makes the connection between the item and the plot at hand.
Quote from: Technocrat13I could probably give a hundred examples of my own guilt in this manner, but what it comes down to is; The players come up with a nifty method for finding information. This method happens to be one that I, while writing up the scenario, didn't fathom. Unless it's blatantly obvious that there's no reason why the PCs shouldn't get the information they seek, my brain finds every possible reason why that path won't give the information the PCs want. This eventually leads to two possiblities. The first being that the PCs manage to find the clue-path I wrote in the first place. The second being that the players just flat-out run out of ideas.
Quote from: BankueiI find the best way to push mysteries is to make every NPC very talkative. Each one has lots to say about the situation, which is almost always a mixture of truth and falsity. Most characters spend more time talking about other NPCs rather than themselves, and tend to put certain people in good light and others in the bad. Whatever bits of truth fit with their bias(that isn't going to work against themselves), is the parts to filter through.When pressed about something they feel bad or shameful about, or about a person they're trying to protect, either they admit part of it(and lie about the rest), tell a BIG truth about someone else to deflect the focus, or else completely break.The players get a big tangled mess, and try to follow the lines and figure out what is true, what isn't. And it works perfectly with R-maps. Most of the preparation goes along the lines of "What happened" and "How everyone feels about everyone else". After that, the players can talk to anyone, and they WILL get information, although discerning what is what is the challenge.
Quote from: inkySo you don't need to move the clue around to make sure the PCs will find it -- put the clue in some hard-to-get spot, let the PCs know it's there, and then wait for them to think up a clever way to get to it. You don't need to have come up with a solution as long as they can.