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Advancing the plot without resorting to the ubiquitous "letter" from the evil mastermind
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<blockquote data-quote="Bayushi_seikuro" data-source="post: 8079414" data-attributes="member: 7024851"><p>One thing I've liked and try to do in games comes from Gumshoe. The party will always find a relevant clue to move the plot forward. I don't think that always needs to be a letter from the BBEG revealing all of his plan, but it could even be something that has meaning - the party needs to figure out the meaning. Let's say they kill this evil slaver who's connected to the BBEG's plot. Instead of an itinerary, they find something that doesn't add up - let's say an invoice for casks of a certain vintage. Now they need to go to the winery and have an adventure.</p><p>Something else I try to put in my game is keeping a list of what PCs have what skills. It's less dice rolling, but finding clues, you can then say to one specific PC 'With your background in arcana/history/etc, you know that this winery has this history'.</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 8079414, member: 7024851"] One thing I've liked and try to do in games comes from Gumshoe. The party will always find a relevant clue to move the plot forward. I don't think that always needs to be a letter from the BBEG revealing all of his plan, but it could even be something that has meaning - the party needs to figure out the meaning. Let's say they kill this evil slaver who's connected to the BBEG's plot. Instead of an itinerary, they find something that doesn't add up - let's say an invoice for casks of a certain vintage. Now they need to go to the winery and have an adventure. Something else I try to put in my game is keeping a list of what PCs have what skills. It's less dice rolling, but finding clues, you can then say to one specific PC 'With your background in arcana/history/etc, you know that this winery has this history'. [/QUOTE]
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Advancing the plot without resorting to the ubiquitous "letter" from the evil mastermind
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