Alright. Took a bit of a break from the thread for various reasons, nothing big just had a pseudo-session last night (meant it to be one, but key player rolled 6- on Maintain Schedule, so we had to delay) and wasn't feeling well this morning, but doing better now.
The game is littered with this sort of principled, structured, procedural generation of thematic content. If a GM or a group doesn't like this approach, you're going to have to do some significant drifting in order to get to a play paradigm that is more palatable for you.
I mean, I don't mind principled, structured, procedural generation of thematic content. I readily respond to Spout Lore and, as noted, I've taken to having "reveal an unwelcome truth" as my standard response to -6 on Discern Realities rolls. I'm just not comfortable having something
like "the true murderer" come in this way--I don't know that I feel that it can
be sufficiently "principled [and] structured" to work.
I don't think I feel the force of the contrast you're drawing between a killing and a possession as events which might be attended by mystery. But I assume you regard the cult's weapons as more closely resembling the latter than the former.
I honestly don't know if I can speak too precisely about it, it's definitely a feeling and not a well-formed sentence thought.
Maybe it would be useful to look at a different side of it: I would not be comfortable with the mystery of
who specifically possessed the brother to come from a roll of this nature.
That the brother was possessed is established fiction via the character's backstory. But, at least from what you've said, the character doesn't actually know much about how it happened...nor which specific entity did it. I'm fine with "how it happened" details coming out in this way; that would be like specifying the exact
way the victim was murdered when the body is discovered. There are lots of valid ways it could've happened. The question of
who did it--be it a murder or a possessing or whatever else--has to have a clear and definite answer, and it feels wrong to
generate the answer to that question through play. It doesn't feel wrong to
generate the answer to "okay well what do we see about how this person died?" through play.
I don't quite follow this. Waking up from unconsciousness in a manor seems like it would fall within a pretty typical range of consequences for a failed check in a mystery/horror context.
Perhaps the problem is that the scene is doing more than
just "you wake up"? You're making it so part and parcel of the waking up is revealing the guilt of one specific party as opposed to any other. That reads, at least to my uninitiated eyes, as "DM used framing to ensure that one specific result happened."
I don't really follow this either. Suppose many lines of inquiry and player suppositions suggest that X is the perpetrator. Couldn't one consequence of failure, at the resolution point, be that really it was Y all along?
Having the possibility of being quantum-bad is not really making the situation any better. It's the quantum-ness that is the problem. Sure, I shouldn't have assumed favorable results, but you're just reinforcing the idea that there is no "fact of the matter," and indeed that there
cannot be any, which is exactly the problem.
Where is this coming from? A mystery scenario can resolve without the mystery being solved.
That sounds explicitly unresolved to me, but perhaps "resolve" means something different here?
For instance, in the first Cthulhu Dark scenario I GMed the scenario resolved - the PCs drove the merchant ship with a mysterious cargo in its hold onto the rocks - but they never learned what the cargo was. Nor do I think it was ever established who exactly committed arson on the houses of two of the PCs.
Especially in Cthulu-esque play, there can be resolution without answers.
That...explicitly doesn't resolve the
mystery though. It resolves the
problem, because the problem wasn't mysterious. But the mystery still exists, unresolved--and that could even become relevant in the future. ("Lovecraftian horror abides in a half-life state off the coast" is a perfectly cromulent source for all sorts of adventures and/or stories.)
I don't know, I have never played Mass Effect. My understanding is that it is some sort of alien dating simulator...
I believe what was meant was not "Mass Effect in its entirety," but rather "Mass Effect presented itself as full of choices, including
explicitly saying that the ending would not be just a choice among 'A, B, C' endings, but ended up being...just a choice between Red, Blue, or (Obviously Best) Green endings."