StormKnight
First Post
There are a lot of things I'm very comfortable about GMing, but investigations are a bit of tough spot for me. I often find I don't quite know how to prepare for or handle an investigation in an RPG well.
Most of the advice I've seen centers on avoiding bottlenecks; making sure clues are available in multiple places, or that a failed skill roll won't block an investigation. Which is good advice, but not the problem I usually run into.
The problem I usually have is with what the clues are in the first place. And how are the PCs going to find information? If THEY come up with an idea for how to get info, that's great. But sometimes they don't have ideas, and if I went in without ideas myself, I can't provide much for help and suggestions.
See, usually I see investigations come up mostly as part of the natural flow of the game. It's not like I say "I'm going to make a mystery!" It's just that the characters have things they want to know. I know what they want to know, but that doesn't mean the NPCs have nicely set things up so they can know these things. Ya know?
(Please, someone tell me you have any idea what I'm talking about here!)
Let's take an imminent example I'm dealing with. The PCs in a modern super-hero type RPG have learned that a captured NPC who is working with a "demon" (technically, it's an alien being with abilities to manipulate energy that fall into the category of what humans call "magic", but that's mostly semantics) went to a certain place to have her powers enhanced by the demon. They are going there to investigate and learn stuff.
This has been a secret of the demon's for a while know; how he manages to communicate with his allies. There's a group of people in a little retreat/commune area who are in possession of a device that they think lets them talk to "spirits". It is really, basically, a cosmic communicator. And the demon regularly has some of them set it to talk to whoever he wants to talk to. But most of them are in the dark about what's going on.
So, the PCs go there...and then what? If they just go up and say hi (likely) they'll be welcomed in. But...what kind of clues do I put there? What would logically be around for them to find? How do they find out what the device does? What sort of clues can I put in? Why would the people who do know anything share the info with the PCs?
That's a fairly specific example, but any more generic advice is really appreciated as well!
Most of the advice I've seen centers on avoiding bottlenecks; making sure clues are available in multiple places, or that a failed skill roll won't block an investigation. Which is good advice, but not the problem I usually run into.
The problem I usually have is with what the clues are in the first place. And how are the PCs going to find information? If THEY come up with an idea for how to get info, that's great. But sometimes they don't have ideas, and if I went in without ideas myself, I can't provide much for help and suggestions.
See, usually I see investigations come up mostly as part of the natural flow of the game. It's not like I say "I'm going to make a mystery!" It's just that the characters have things they want to know. I know what they want to know, but that doesn't mean the NPCs have nicely set things up so they can know these things. Ya know?
(Please, someone tell me you have any idea what I'm talking about here!)
Let's take an imminent example I'm dealing with. The PCs in a modern super-hero type RPG have learned that a captured NPC who is working with a "demon" (technically, it's an alien being with abilities to manipulate energy that fall into the category of what humans call "magic", but that's mostly semantics) went to a certain place to have her powers enhanced by the demon. They are going there to investigate and learn stuff.
This has been a secret of the demon's for a while know; how he manages to communicate with his allies. There's a group of people in a little retreat/commune area who are in possession of a device that they think lets them talk to "spirits". It is really, basically, a cosmic communicator. And the demon regularly has some of them set it to talk to whoever he wants to talk to. But most of them are in the dark about what's going on.
So, the PCs go there...and then what? If they just go up and say hi (likely) they'll be welcomed in. But...what kind of clues do I put there? What would logically be around for them to find? How do they find out what the device does? What sort of clues can I put in? Why would the people who do know anything share the info with the PCs?
That's a fairly specific example, but any more generic advice is really appreciated as well!