hawkeyefan
Legend
So, the three-clue rule, in my experience, has diddly to do with railroading. It has to do with information flow. The three clue rule can be stated simply as, "The party will typically miss two out of every three clues as to what is going on."
I think it tends to go further, no? The implication in the way you've chosen to word it is that clues are necessary.
Again, I'm not saying that the three-clue rule is the equivalent of railroading. I'm saying that they have something in common; to keep the game moving towards a specific path or goal.
Having a thing be true in the world (like, "The Duke Killed the King,") is as much a railroad as the very much sandboxy bit - "There's a dragon living in the Dragontooth Mountains (go figure)."
I don't think either of those things are railroads. I believe that each could be used by the GM to force a certain sequence of play. But I don't think that must be the case.
So, in Ashen Stars, mysteries are handed to the PCs as jobs they can take on and get paid. They are told, in essence, "Something bad (insert some details) happened in the Foo System. Go find out who or what is responsible, and deal with it, and you'll get paid."
A major problem with many seemingly railroady mysteries - there's a chain of clues, and one clue leads to the next specific clue, and the final clue leads to the answer. And that makes it a railroad.
So when I said that investigative type of games tend to be susceptible to railroading, or to the GM forcing a certain path, you disagreed. But right here you clearly describe what I was talking about.
Ashen Stars avoids that by having a large web of information, and many routes through that web to get to the actual answer of what the devil is actually going on. So, when the characters show up, there's a whole slew of places to investigate and people to talk to to get information, not one specific path.
So when I said that it takes effort to make an investigation not feel railroady, you disagreed. But right here you clearly describe the effort taken to make this investigation not a railroad.
Then, at the end, by design there's always a big ethical conundrum of what to do with the truth. The situation always has political, moral, or ethical complications, for which there is no one right answer. So, while anyone playing the adventure goes through that one point of The Truth, how they get there is up to them, and what they do after that is also up to them. So, no railroad.
Writing one of these does take some effort, as you can't lay down a straight line of clues to the result. If you crib from some famous mystery (like, say, a Sherlock Holmes story) you'll have the issue that the story is the result of Sherlock taking his path through the web, and it will look like a linear story, and if you just replicate that, you're on a railroad. You have to fill out the rest of the web that Sherlock *didn't * go to, to create a non-railroad experience.
Sure, I can see that. Again, I don't think that investigations must be railroads. And I don't think the three-clue rule is the same as railroading.
I don't think we're disagreeing as much as you seem to think.