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Hacking GUMSHOE for a skill challenge
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<blockquote data-quote="Quickleaf" data-source="post: 6135684" data-attributes="member: 20323"><p>[MENTION=6688937]Ratskinner[/MENTION] Thanks! When you say "plan twice as many clues than I think are needed", do you mean core clues specifically?</p><p></p><p>I was reading about the Three Clue Rule (<a href="http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule" target="_blank">http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule</a>) which states: for every conclusion you want the PCs to reach provide 3 clues pointing toward it. I think that works great for an adventure focused on investigation, but is it too much detail for a scene? I mean, say I'm using 6 clues as a starting point - one per area of investigation in Dunneebrook. To make sure the players have enough information I'm supposed to provide 12-18 clues! </p><p></p><p>While the adventure I'm planning is investigation intensive, I know my players don't take good notes and tend to forget stuff (in part it's them, in part our sessions can be scheduled far apart) so between sessions it is unlikely they'll keep even 6 clues straight. IOW I need to be able to resolve any investigation scene within one night (and preferrably it doesn't take up the *whole* night).</p><p></p><p> [MENTION=82106]AbdulAlhazred[/MENTION] I would like a plot twist! I thought that having the attack being committed by mages rather than the Wild Hunt was a good twist, but maybe its not enough? </p><p></p><p>Here's the truth of what happenend so far:</p><p></p><p>I've already foreshadowed the magocracy Suleistarn is suspected of gearing up for war. A covert team of mages was sent to drain Dunneebrook's unique ley line and kill all witnesses without implicating the magocracy (i.e. pin the attack on a monster or fall guy). The Wild Hunt has arrived as a harbinger of war and senses the impending attack on Dunneebrook, so they ride to Dunneebrook to abduct the people (to spare them or exploit them, depending on one's perspective). The village Druid manages to repel the Wild Hunt (how?) long enough for villagers to fortify the chapel and send a messenger to the King for help. The messenger leaves Dunneebrook but his horse spooks from the supernatural storm and he is knocked unconcsious. Then the mages arrive and begin draining the ley line and slaughtering the villagers. A group of "weihon" children (magically gifted but untrained) flee to the Wild Hunt which abducts them and rides off. The mages finish sacking Dunneebrook and cast a teleport circle back to their magocracy. The messenger comes to, sees Dunneebrook in ruins and assumes it was the Wild Hunt, he rides off to warn the King.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6135684, member: 20323"] [MENTION=6688937]Ratskinner[/MENTION] Thanks! When you say "plan twice as many clues than I think are needed", do you mean core clues specifically? I was reading about the Three Clue Rule ([URL]http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule[/URL]) which states: for every conclusion you want the PCs to reach provide 3 clues pointing toward it. I think that works great for an adventure focused on investigation, but is it too much detail for a scene? I mean, say I'm using 6 clues as a starting point - one per area of investigation in Dunneebrook. To make sure the players have enough information I'm supposed to provide 12-18 clues! While the adventure I'm planning is investigation intensive, I know my players don't take good notes and tend to forget stuff (in part it's them, in part our sessions can be scheduled far apart) so between sessions it is unlikely they'll keep even 6 clues straight. IOW I need to be able to resolve any investigation scene within one night (and preferrably it doesn't take up the *whole* night). [MENTION=82106]AbdulAlhazred[/MENTION] I would like a plot twist! I thought that having the attack being committed by mages rather than the Wild Hunt was a good twist, but maybe its not enough? Here's the truth of what happenend so far: I've already foreshadowed the magocracy Suleistarn is suspected of gearing up for war. A covert team of mages was sent to drain Dunneebrook's unique ley line and kill all witnesses without implicating the magocracy (i.e. pin the attack on a monster or fall guy). The Wild Hunt has arrived as a harbinger of war and senses the impending attack on Dunneebrook, so they ride to Dunneebrook to abduct the people (to spare them or exploit them, depending on one's perspective). The village Druid manages to repel the Wild Hunt (how?) long enough for villagers to fortify the chapel and send a messenger to the King for help. The messenger leaves Dunneebrook but his horse spooks from the supernatural storm and he is knocked unconcsious. Then the mages arrive and begin draining the ley line and slaughtering the villagers. A group of "weihon" children (magically gifted but untrained) flee to the Wild Hunt which abducts them and rides off. The mages finish sacking Dunneebrook and cast a teleport circle back to their magocracy. The messenger comes to, sees Dunneebrook in ruins and assumes it was the Wild Hunt, he rides off to warn the King. [/QUOTE]
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