| Post/Author/DateTime | Post |
|---|---|
| Gregthavious09-13-07, 01:55 PM | I'm planning an adventure that involves a large Thrane nobel supplying arms, supplies, and unrest among the people of the Eldeen Reaches/Aundair border, in the hope of causing strife between the two nations. They PCs will be in the area assisting a Fairhaven wholesaler hunting for exotic spell components, and will stumble upon a House Vadalis heir's hidden compound of twisted beasts, aided by a Child of Winter disciple. What I'm struggling with is how to hint that something bigger than the current adventure is amiss and pique the player's interest, but without unraveling the story (too much info) or being too subtle or sending them on a wild goose chase (too little info). But as a general question, how do you brainstorm good clues and place them in an adventure in a meaningful way? What amount of confusion and layering is acceptable, and how do you explain or resolve intertwined plot threads? |
| Nived09-13-07, 02:23 PM | Beat them with a cluebat. Seriously. I love mystery novels, I really do I read them for fun, what annoys me about playing RPG mystery games is that DMs often provide a small amount of clues then act superior because you don't see the 'obvious' connections. Heres the thing that's true of almost all mystery novels... the heroes keep investigating until they figure it out. If your players haven't figured it out yet DO NOT DECIDE they are out of clues... You want to know the proper amount of clues? The number it takes for them to figure it out. They're the heroes, let them be the heroes. Also if they're playing characters smarter than themselves (likely, none of us have 18 int) let them roll an int check to 'make a connection' between clues, further giving them a hint, but let them feel like their character accomplished this. DO NOT sigh exasperatedly because 'they haven't figured it out yet,' Remember you are their only source of information on this and its likely you think you've communicated more than you have. |
| Alex_09-13-07, 02:26 PM | When I see PCs start going after a red herring or getting too close to something (in a manner you don't want) I start asking for Spot, Listen, Knowledge, Profession, and Wisdom checks. With the result, I give them a little bit of information that may lead the player him/herself towards the right (or wrong) conclusion. I find that any time you ask players to start rolling, and they succeed, they end to get more in their game (everyone loves rolling dice) and that characters who focus more on skills and roleplaying are generally happier as well since their mechanical choices are actually meaningful in the game, rather than flavor they took at the expense of combat abilities (they may want to take 10 or 20 to ensure higher chances of success). On a larger scale though, rather than introducing everything as being connected, feel free to introduce them as seemingly unrelated. They don't have to realize that it's actually as big as it is when they first encounter it. Let them find places, meet characters, and do things that are all occuring as they normally would be, without any overt attempts to hide/reveal unless you feel it's necessary for the story. Sometimes the dramatic reveal of something you didn't even see coming can be just as impressive as the slow build up or piecing together of the clues. Generally, even if people didn't see something coming, they'll still look back and think they could have. That can create the illusion that you did give them hints and information, but that they just didn't bite, or you were too good. |
| Kreistor209-13-07, 04:05 PM | The easiest way is the "poorly placed letter". This can be written suitably vaguely to suggest a larger plot, without giving away details. Refer to the specfics of what was found, but refer to names only with initials. "M says to send the horses on the 25th. Pre-payment has been received by P. X says to make sure it happens or your head will roll. Signed, J" Four names. A conspiracy is revealed, but an initial is not enough to act upon. Ledgers also make for useful clues. You can encrypt them so that they find the ledger but information is revealed only later, when the information is required for the plot. |
| Rechan09-13-07, 04:53 PM | Several months ago similar questions were asked. These threads had some good answers: http://forums.gleemax.com/showthread.php?t=845397 http://forums.gleemax.com/showthread.php?t=844844 Ultimately, it depends upon your players. Do they like conspiracies? Are they interested or capable of looking beyond how things seem? Or are they sort've oblivious or easily lead/deceived? Do they get one idea in their heads and run with it like the Olympic Torch, or are they more cautious? You should know your players, and thus style your adventure towards that. And be aware that they may not get it at all. One thing that you shouldn't be afraid of is changing your story. If the PCs come up with a potential hypothesis that sounds better or interesting, include it in your story so that that Player can feel great about being right. If they go a direction you hadn't planned, don't be afraid to fold it into the larger story, so that what they did feels "relevant". Similar to how you might throw a small trap if the rogue keeps searching for them. There's also nothing wrong with "And you're attacked by some assassins/mercenaries" if the PCs start grasping at straws/feel as though they've expended their options. |