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Approaching writing adventures for home games?
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<blockquote data-quote="Retros_x" data-source="post: 9743993" data-attributes="member: 7033171"><p>This spring I wrote and run a mystery game that I've written using the guide of the Alexandrian regarding mystery games. To break it down to a bare minimum: Have for every bit of information you want the players to learn at least 3 spots/scenes where they can learn it. It worked so good, I was amazed. The article can be read here: <a href="https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule" target="_blank">Three Clue Rule</a> and there are linked other good articles how to run mystery games.</p><p></p><p>In classic Dnd games I use Sly Flourish lazy DM guide where secret and clues are just abstracted away from the source from where the players learn about the clue, so you can give them to players whenever it fits. But for the mystery I wanted to have the clues be really embedded into the scenes and plot, and it worked wonderfully. The players had a true mind-blown moment when they connected the dots and it felt immensely satisfying as a DM. One of my best moments in my DM "career". But I have to be honest here, it took me much more work to write and design than the default adventure, so I will not repeat it some time soon and only if a really good mystery idea sparks my imagination again like it did with this adventure.</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9743993, member: 7033171"] This spring I wrote and run a mystery game that I've written using the guide of the Alexandrian regarding mystery games. To break it down to a bare minimum: Have for every bit of information you want the players to learn at least 3 spots/scenes where they can learn it. It worked so good, I was amazed. The article can be read here: [URL='https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule']Three Clue Rule[/URL] and there are linked other good articles how to run mystery games. In classic Dnd games I use Sly Flourish lazy DM guide where secret and clues are just abstracted away from the source from where the players learn about the clue, so you can give them to players whenever it fits. But for the mystery I wanted to have the clues be really embedded into the scenes and plot, and it worked wonderfully. The players had a true mind-blown moment when they connected the dots and it felt immensely satisfying as a DM. One of my best moments in my DM "career". But I have to be honest here, it took me much more work to write and design than the default adventure, so I will not repeat it some time soon and only if a really good mystery idea sparks my imagination again like it did with this adventure. [/QUOTE]
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