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As a DM, do I kill the entire party at the end? Im torn?
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<blockquote data-quote="Iry" data-source="post: 6874524" data-attributes="member: 6777378"><p><strong><a href="http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule" target="_blank">Three Clue Rule</a></strong></p><p></p><p><em>For any chokepoint problem, I make sure there’s at least three solutions. By a chokepoint, I mean any problem that must be solved in order for the adventure to continue.</em></p><p><em></em></p><p><em>For example, let’s say that there’s a secret door behind which is hidden some random but ultimately unimportant treasure. Finding the secret door is a problem, but it’s not a chokepoint, so I only need to come up with one solution. In D&D this solution is easy because it’s built right into the rules: The secret door can be found with a successful Search check.</em></p><p><em></em></p><p><em>But let’s say that, instead of some random treasure, there is something of absolutely vital importance behind that door. For the adventure to work, the PCs must find that secret door.</em></p><p><em></em></p><p><em>The secret door is now a chokepoint problem and so I’ll try to make sure that there are at least three solutions. The first solution remains the same: A successful Search check. To this we could add a note in a different location where a cultist is instructed to “hide the artifact behind the statue of Ra” (where the secret door is); a badly damaged journal written by the designer of the complex which refers to the door; a second secret door leading to the same location (this counts as a separate solution because it immediately introduces the possibility of a second Search check); a probable scenario in which the main villain will attempt to flee through the secret door; the ability to interrogate captured cultists; and so forth.</em></p><p><em></em></p><p><em>Once you identify a chokepoint like this, it actually becomes quite trivial to start adding solutions like this.</em></p><p><em></em></p><p><em>I’ve seen some GMs argue that this makes things “too easy”. But the reality is that alternative solutions like this tend to make the scenario more interesting, not less interesting. Look at our secret door, for example: Before we started adding alternative solutions, it was just a dice roll. Now it’s designed by a specific person; used by cultists; and potentially exploited as a get-away.</em></p><p><em></em></p><p><em>As you begin layering these Three Clue Rule techniques, you’ll find that your scenarios become even more robust. For example, let’s take a murder mystery in which the killer is a werewolf who seeks out his ex-lovers. We come up with three possible ways to identify the killer:</em></p><p><em></em></p><p><em>(1) Patrol the streets of the small town on the night of the full moon.</em></p><p><em></em></p><p><em>(2) Identify the victims as all being former lovers of the same man.</em></p><p><em></em></p><p><em>(3) Go to the local butcher shop where the killer works and find his confessions of nightmare and sin written in blood on the walls of the back room.</em></p><p><em></em></p><p><em>For each of these conclusions (he’s a werewolf; he’s a former lover; we should check out the butcher shop) we’ll need three clues.</em></p><p><em></em></p><p><em><strong>HE’S A WEREWOLF:</strong> Tracks that turn from wolf paw prints to human footprints. Over-sized claw marks on the victims. One of the victims owned a handgun loaded with silver bullets.</em></p><p><em></em></p><p><em><strong>HE’S A FORMER LOVER:</strong> Love letters written by the same guy. A diary written by one victim describing how he cheated on her with another victim. Pictures of the same guy either on the victims or kept in their houses somewhere.</em></p><p><em></em></p><p><em><strong>CHECK OUT THE BUTCHER SHOP:</strong> A broken crate reading DANNER’S MEATS at one of the crime scenes. A note saying “meet me at the butcher shop” crumpled up and thrown in a wastepaper basket. A jotted entry saying “meet P at butcher shop” in the day planner of one of the victims.</em></p><p><em></em></p><p><em>And just like that you’ve created a scenario with nine different paths to success. And if you keep your mind open to the idea of “more clues are always better” as you’re designing the adventure, you’ll find even more opportunities. For example, how trivial would it be to drop a reference to the butcher shop into one of those love letters? Or to fill that diary with half-mad charcoal sketches of wolves?</em></p><p><em></em></p><p><em>The fun part of all this is, once you’ve given yourself permission to include lots of clues, you’ve given yourself the opportunity to include some really esoteric and subtle clues. If the players figure them out, then they’ll feel pretty awesome for having done so. If they don’t notice them or don’t understand them, that’s OK, too: You’ve got plenty of other clues for them to pursue (and once they do solve the mystery, they’ll really enjoy looking back at those esoteric clues and understanding what they meant).</em> -- Justin Alexander</p></blockquote><p></p>
[QUOTE="Iry, post: 6874524, member: 6777378"] [B][URL="http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule"]Three Clue Rule[/URL][/B] [I]For any chokepoint problem, I make sure there’s at least three solutions. By a chokepoint, I mean any problem that must be solved in order for the adventure to continue. For example, let’s say that there’s a secret door behind which is hidden some random but ultimately unimportant treasure. Finding the secret door is a problem, but it’s not a chokepoint, so I only need to come up with one solution. In D&D this solution is easy because it’s built right into the rules: The secret door can be found with a successful Search check. But let’s say that, instead of some random treasure, there is something of absolutely vital importance behind that door. For the adventure to work, the PCs must find that secret door. The secret door is now a chokepoint problem and so I’ll try to make sure that there are at least three solutions. The first solution remains the same: A successful Search check. To this we could add a note in a different location where a cultist is instructed to “hide the artifact behind the statue of Ra” (where the secret door is); a badly damaged journal written by the designer of the complex which refers to the door; a second secret door leading to the same location (this counts as a separate solution because it immediately introduces the possibility of a second Search check); a probable scenario in which the main villain will attempt to flee through the secret door; the ability to interrogate captured cultists; and so forth. Once you identify a chokepoint like this, it actually becomes quite trivial to start adding solutions like this. I’ve seen some GMs argue that this makes things “too easy”. But the reality is that alternative solutions like this tend to make the scenario more interesting, not less interesting. Look at our secret door, for example: Before we started adding alternative solutions, it was just a dice roll. Now it’s designed by a specific person; used by cultists; and potentially exploited as a get-away. As you begin layering these Three Clue Rule techniques, you’ll find that your scenarios become even more robust. For example, let’s take a murder mystery in which the killer is a werewolf who seeks out his ex-lovers. We come up with three possible ways to identify the killer: (1) Patrol the streets of the small town on the night of the full moon. (2) Identify the victims as all being former lovers of the same man. (3) Go to the local butcher shop where the killer works and find his confessions of nightmare and sin written in blood on the walls of the back room. For each of these conclusions (he’s a werewolf; he’s a former lover; we should check out the butcher shop) we’ll need three clues. [B]HE’S A WEREWOLF:[/B] Tracks that turn from wolf paw prints to human footprints. Over-sized claw marks on the victims. One of the victims owned a handgun loaded with silver bullets. [B]HE’S A FORMER LOVER:[/B] Love letters written by the same guy. A diary written by one victim describing how he cheated on her with another victim. Pictures of the same guy either on the victims or kept in their houses somewhere. [B]CHECK OUT THE BUTCHER SHOP:[/B] A broken crate reading DANNER’S MEATS at one of the crime scenes. A note saying “meet me at the butcher shop” crumpled up and thrown in a wastepaper basket. A jotted entry saying “meet P at butcher shop” in the day planner of one of the victims. And just like that you’ve created a scenario with nine different paths to success. And if you keep your mind open to the idea of “more clues are always better” as you’re designing the adventure, you’ll find even more opportunities. For example, how trivial would it be to drop a reference to the butcher shop into one of those love letters? Or to fill that diary with half-mad charcoal sketches of wolves? The fun part of all this is, once you’ve given yourself permission to include lots of clues, you’ve given yourself the opportunity to include some really esoteric and subtle clues. If the players figure them out, then they’ll feel pretty awesome for having done so. If they don’t notice them or don’t understand them, that’s OK, too: You’ve got plenty of other clues for them to pursue (and once they do solve the mystery, they’ll really enjoy looking back at those esoteric clues and understanding what they meant).[/I] -- Justin Alexander [/QUOTE]
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