I am brainstorming different methods for providing important information to players in a way that is entertaining and consistent with the fiction. Note: this is for my "The Boys" alike but is probably more broadly applicable.
One thought I had --and I really haven't done much more than think it up -- is after the introduction and players picking pregens and explaining whatever rules variants I am using, once the players choose which Champion is their target, we do a "gather information" montage. The way I envision it working is that it plays liek 20 Questions: they get to ask a Yes or No question I have to answer honestly (there is no roll associated with it). In the fiction, it is them asking questions of soldiers that served under the champions, of survivors from the Champion's "heroism", of victims of the Champion's depredations, and so on. The players get to tell ME who they are asking this question of and do so in character. It is intended to be a bit of world building and to get the players into their roles. The goal in the end is for the players to discover the particular weakness of the Champion. Once they have it, we leave that mode of play and go to the part of the game where they acquire the McGuffin that takes advantage of the weakness.
In general, do you think this would work at the table? Do you think it is too loose and would require more procedural structure? Should it be linked to game mechanics? For example, I am considering (since this game in particular is for Savage Worlds) putting a pile of 20 community bennies in front of the players and each question costs one (reducing the size of that community pile) so they are motivated to get the answer efficiently.
What happens if they go through all 20 questions and don't get an answer, or worse come to the wrong conclusion?
Again, this is just me brainstorming an idea so feel free to shoot it full of holes or make radical suggestions. Thanks.
One thought I had --and I really haven't done much more than think it up -- is after the introduction and players picking pregens and explaining whatever rules variants I am using, once the players choose which Champion is their target, we do a "gather information" montage. The way I envision it working is that it plays liek 20 Questions: they get to ask a Yes or No question I have to answer honestly (there is no roll associated with it). In the fiction, it is them asking questions of soldiers that served under the champions, of survivors from the Champion's "heroism", of victims of the Champion's depredations, and so on. The players get to tell ME who they are asking this question of and do so in character. It is intended to be a bit of world building and to get the players into their roles. The goal in the end is for the players to discover the particular weakness of the Champion. Once they have it, we leave that mode of play and go to the part of the game where they acquire the McGuffin that takes advantage of the weakness.
In general, do you think this would work at the table? Do you think it is too loose and would require more procedural structure? Should it be linked to game mechanics? For example, I am considering (since this game in particular is for Savage Worlds) putting a pile of 20 community bennies in front of the players and each question costs one (reducing the size of that community pile) so they are motivated to get the answer efficiently.
What happens if they go through all 20 questions and don't get an answer, or worse come to the wrong conclusion?
Again, this is just me brainstorming an idea so feel free to shoot it full of holes or make radical suggestions. Thanks.