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Are Video Games Ruining Your Role-playing?
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<blockquote data-quote="Jer" data-source="post: 8560255" data-attributes="member: 19857"><p>I follow the Gumshoe framework in my D&D/13th Age games as well - if they need the clue to progress, they get the clue regardless of the die roll. A success on the die roll leads to extra information or an insight hint from me that they wouldn't normally get. Die rolls where they fail to find the clue are only for clues that they don't need to keep the investigation moving forward.</p><p></p><p>In my mind clues in an investigation scenario are like doors in a dungeon. You need to move through doors to keep the action moving, so in a dungeon if there's a door that's hidden or locked in some way that the PCs can't get through without a skill check, that better be a part of the dungeon that you're not expecting them to get into until they go off somewhere else and find a key/map/whatever to let them through it. Likewise any clues that you hide behind a die roll better not be investigation stopping clues if you actually want to have an investigation scenario - they can be clues that the PCs can come back to when they have another clue (like the key/map/whatever in a dungeon) but not core clues that need to be found to keep them moving forward.</p><p></p><p>The alternative that I used before playing Gumshoe was to plant 6 clues for every 1 clue I expected a group to find. It's doable but exhausting as a GM. And then you still run into the problem of table luck and the players biffing every die roll and not finding even one of the clues you planted.</p></blockquote><p></p>
[QUOTE="Jer, post: 8560255, member: 19857"] I follow the Gumshoe framework in my D&D/13th Age games as well - if they need the clue to progress, they get the clue regardless of the die roll. A success on the die roll leads to extra information or an insight hint from me that they wouldn't normally get. Die rolls where they fail to find the clue are only for clues that they don't need to keep the investigation moving forward. In my mind clues in an investigation scenario are like doors in a dungeon. You need to move through doors to keep the action moving, so in a dungeon if there's a door that's hidden or locked in some way that the PCs can't get through without a skill check, that better be a part of the dungeon that you're not expecting them to get into until they go off somewhere else and find a key/map/whatever to let them through it. Likewise any clues that you hide behind a die roll better not be investigation stopping clues if you actually want to have an investigation scenario - they can be clues that the PCs can come back to when they have another clue (like the key/map/whatever in a dungeon) but not core clues that need to be found to keep them moving forward. The alternative that I used before playing Gumshoe was to plant 6 clues for every 1 clue I expected a group to find. It's doable but exhausting as a GM. And then you still run into the problem of table luck and the players biffing every die roll and not finding even one of the clues you planted. [/QUOTE]
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