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<blockquote data-quote="Digital M@" data-source="post: 2708391" data-attributes="member: 13987"><p>I found it is good to to crate a line diagram of where the clues lead. Players always miss clues, forget to follow up on them or find in character reasons to ignore them. By having a quick line diagram you can see where the players are and you can tweak the story, by dropping new clues or answers to clues the party has missed. I find this neccessary in creating a murder mystery game.</p><p></p><p>Balancing a mystery can be difficult. If it is too straight forward, it is boring for the players, create to many leads and false trails and the players quickly get lost and then bored and frustrated. This is the reason I like the flow chart. If players are struggling, I look down at the chart and throw in an encounter that can feed them some information or highlight a clue they may have forgotten. It is all about pacing.</p></blockquote><p></p>
[QUOTE="Digital M@, post: 2708391, member: 13987"] I found it is good to to crate a line diagram of where the clues lead. Players always miss clues, forget to follow up on them or find in character reasons to ignore them. By having a quick line diagram you can see where the players are and you can tweak the story, by dropping new clues or answers to clues the party has missed. I find this neccessary in creating a murder mystery game. Balancing a mystery can be difficult. If it is too straight forward, it is boring for the players, create to many leads and false trails and the players quickly get lost and then bored and frustrated. This is the reason I like the flow chart. If players are struggling, I look down at the chart and throw in an encounter that can feed them some information or highlight a clue they may have forgotten. It is all about pacing. [/QUOTE]
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