Changing the game plan...Mysterys [Archive] - Wizards Community

Post/Author/DateTimePost
Kroell

10-25-05, 06:40 PM
I've been DMing for my group the past two years, but since I've never played under a experienced DM myself, I've been having to play things by ear. That said my first couple of campaigns had been kick in the door style play (most of the time) and while I have done some RP heavy sessions, I have yet to do one that involves the players trying to figure out and solve a crime. I typically write up my own adventures and I'm looking for some advice on how to go about setting this up and keeping things moving (aka what do I do when the players get stumped kinda thing; how do I make it tough, but not too tough).
CrippleMrOnion

10-25-05, 07:04 PM
First off, it's not easy, but I'm sure that anyone who puts their mind to it can put a good mystery together. Here's a list of my suggestions, all of which I think are good (obviously), but are not meant to be the end-all be-all.

First, start with a group of NPCs. Usually four will do. Stat them out; have them ready for combat at any time. Hopefully you won't need but one of the sheets (the villain), but you never know.

Next, build a crime. It can be anything: kidnapping, theft, murder, larceny, blackmail--whatever. Build backwards; know what the final piece of evidence will be that condemns the badguy. Then, work backwards; how can you eliminate the other NPCs? Death, air-proor alibis, and magic divinations are all good ways to handle this.

Third, build the environment. If it's in a rural area, what effects will that have on the crime? If it's in the city, why aren't the guards handling it? Choose carefully your setting and make it integral to the plot you've set up.

Finally, Build your fail-safes. Every group will need help. The 'safest' and least deux ex machina way I've found to lead a group by the nose is by setting an amount of time before the next clue is discovered. If the PCs don't find it themselves, you need a system set up to allow the clue to be brought to them so they can move on. YES, it is the DM is doing the party's job in this case, but sometimes it has to be done. Some ways to handle this are divination organizations, NPCs (not suspects) coming forward with new information, or having the PCs attacked by people who can later be interrogated (if they live).

As for tough v. not too tough, you generally want to make it too tough and use your failsafes. The PCs usually still feel good about doing the footwork after clues are 'discovered.' If you make it too easy, there'll be no point.

A final word of warning: PLAN FOR DIVINATIONS. If you don't, you'll end up looking like a jerk if you don't let them use the divinations or ruining the mystery if they do. Be aware of what divinations are out there and how to defend against them.

Also, be creative. A "dead" NPC is a great guilty party, as is more than one NPC. Nothing makes the PCs more surprised than when 3 of the 4 suspects were in cohoots. In the end, have fun.

If you want some examples of 'mysteries' I've written, let me know via PM. I'll email them to you.
Morka

10-26-05, 09:17 AM
Take a look at this site (http://www.planetadnd.com/downloads/index.php), there is many adventure ideas. Some are from 1st and 2nd edition, but easily adaptable. Check especially Slowdeath on this page (http://www.planetadnd.com/downloads/index.php?path=1st%202nd%20edition%20fil es/adventures/&sort=name&order=asc&start=100). Now more or less famous, the PCs are invited at a reception by an aristocrat, but the guest are slain one after the other...