nopantsyet
First Post
I was reading the thread about the role deception in the DM's toolkit, and it got me thinking about how important it is to reveal information to players in ways that help build suspense, but also are interesting in their own right.
In CRPG's, it's common to use a signpost motif, where the character must reach a certain point in order to learn the next paragraph in the story. But if you do that in a campaign, it feels very stale. It's not real interesting if every time you go asking about something, you find someone who knows the whole story. But at the same time, it gets tedious if you're always running around to get a dozen pieces so you can put them together.
I think that the delivery of information can really add to the intensity of a game. Think about LotR. Bilbo doesn't leave Frodo with the ring saying, "Well I'm off then. Here, take my cursed ring. It's an indulgent burden, and grave to bear, but it can be a zinger at parties and bar mitzvah's. So long, and take care. I'll probably never see you again. Oh, on second thought, probably better just destroy it in Mt. Doom. Goodbye."
Instead we get dark premonitions and dire warnings from a worried Gandalf. Then go to Rivendell, you're not safe here. And you're well into the book before the actual quest is even stated. But by then, you've already seen what forces are at work, and you've seen that all the races of Middle Earth are threatened.
So what do you do to use to present information to your PC's in ways that enrich and complicate the plot?
I've tried to come up with a couple:
The Front: The players are working to unravel a certain mystery, only to find out that it's a piece of a much larger mystery.
Oracles Gods, Angels, Priestesses, Hermits and Lunatics all work well in this role. Oracles should give clues that may be understood, but usually are not until they have come to pass.
Idiots and Crackpots are ike oracles, except they usually are not considered reliable, whereas the portents of an Oracle are of known significance. This allows you to slip things in that the players may take for truth, lie, or simply ignore.
The Fragment comes from an burnt letter, a moldy tome, ruined monument, or anything else that can be broken, torn, or otherwise partially destroyed. It can only contain a few words or images, but often can be presented in a dramatic fashion. I'm about to try grafitti as a fragment.
Any other ideas?
In CRPG's, it's common to use a signpost motif, where the character must reach a certain point in order to learn the next paragraph in the story. But if you do that in a campaign, it feels very stale. It's not real interesting if every time you go asking about something, you find someone who knows the whole story. But at the same time, it gets tedious if you're always running around to get a dozen pieces so you can put them together.
I think that the delivery of information can really add to the intensity of a game. Think about LotR. Bilbo doesn't leave Frodo with the ring saying, "Well I'm off then. Here, take my cursed ring. It's an indulgent burden, and grave to bear, but it can be a zinger at parties and bar mitzvah's. So long, and take care. I'll probably never see you again. Oh, on second thought, probably better just destroy it in Mt. Doom. Goodbye."
Instead we get dark premonitions and dire warnings from a worried Gandalf. Then go to Rivendell, you're not safe here. And you're well into the book before the actual quest is even stated. But by then, you've already seen what forces are at work, and you've seen that all the races of Middle Earth are threatened.
So what do you do to use to present information to your PC's in ways that enrich and complicate the plot?
I've tried to come up with a couple:
The Front: The players are working to unravel a certain mystery, only to find out that it's a piece of a much larger mystery.
Oracles Gods, Angels, Priestesses, Hermits and Lunatics all work well in this role. Oracles should give clues that may be understood, but usually are not until they have come to pass.
Idiots and Crackpots are ike oracles, except they usually are not considered reliable, whereas the portents of an Oracle are of known significance. This allows you to slip things in that the players may take for truth, lie, or simply ignore.
The Fragment comes from an burnt letter, a moldy tome, ruined monument, or anything else that can be broken, torn, or otherwise partially destroyed. It can only contain a few words or images, but often can be presented in a dramatic fashion. I'm about to try grafitti as a fragment.
Any other ideas?