I've now designed my first investigative adventure. There's a mystery. The players have to solve it.
It's the middle bits that are hard. Big showdown against the Bad Guy at the end? Easy. What the problem is? Easy.
Working out the clues that the PCs can find? Working out what the Bad Guy might have mucked up to leave clues? And making it so that one clue doesn't lead straight to the end because you want there to actually be an investigation rather than a linear adventure? Those are the hard bits.
This is for a convention, so there's a time limit. At some point, the players have to solve it - inside the limit. And not too quick, because advertising a 4-hour adventure which then runs for 30 minutes isn't so good.
Oh, and you have to put all the bits into a format the DM can interpret!
Now to do some revisions.
Cheers!
It's the middle bits that are hard. Big showdown against the Bad Guy at the end? Easy. What the problem is? Easy.
Working out the clues that the PCs can find? Working out what the Bad Guy might have mucked up to leave clues? And making it so that one clue doesn't lead straight to the end because you want there to actually be an investigation rather than a linear adventure? Those are the hard bits.
This is for a convention, so there's a time limit. At some point, the players have to solve it - inside the limit. And not too quick, because advertising a 4-hour adventure which then runs for 30 minutes isn't so good.
Oh, and you have to put all the bits into a format the DM can interpret!
Now to do some revisions.
Cheers!