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GM fiat - an illustration
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9625573"><p>Now I can tell you how a mystery might be planned, and what steps the GM might want to keep in mind when running the game. But like I said, I don't think there is a prescriptive way here. The only thing that matters is the facts of the mystery be pinned down and remain so, that they may be explored (and how different groups and tables explore is going to vary: they will model it to their satisfaction). But I do think ti is possible if you have these concrete details, a concrete sense of place, a concrete set of characters involved and to give players the freedom to investigate it as they will, for them to explore, find clues, put clues together and work to solve the mystery. I also don't think this is something one needs to prove because people do it all the time and know the results from experience. Even if we kept it as stilted and static as possible: i.e. a rigid map, with clues rigidly placed, and characters who rigidly give a list of clues when prompted by the right questions (minding you this isn't how I would do it). Even in that very dry approach you are going to have an objective mystery the players are solving. At least for the purposes of a game. Like I said before, no one is saying this a simulation of a real life mystery</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9625573"] Now I can tell you how a mystery might be planned, and what steps the GM might want to keep in mind when running the game. But like I said, I don't think there is a prescriptive way here. The only thing that matters is the facts of the mystery be pinned down and remain so, that they may be explored (and how different groups and tables explore is going to vary: they will model it to their satisfaction). But I do think ti is possible if you have these concrete details, a concrete sense of place, a concrete set of characters involved and to give players the freedom to investigate it as they will, for them to explore, find clues, put clues together and work to solve the mystery. I also don't think this is something one needs to prove because people do it all the time and know the results from experience. Even if we kept it as stilted and static as possible: i.e. a rigid map, with clues rigidly placed, and characters who rigidly give a list of clues when prompted by the right questions (minding you this isn't how I would do it). Even in that very dry approach you are going to have an objective mystery the players are solving. At least for the purposes of a game. Like I said before, no one is saying this a simulation of a real life mystery [/QUOTE]
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