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How Do You Tell a Group: "Maybe This Isn't for Us?"
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<blockquote data-quote="moriantumr" data-source="post: 8569148" data-attributes="member: 7016026"><p>I dm for a group that loves the idea of investigative/mystery/sandbox games but they are really, really bad at playing them. We played Dark Heresy 2nd edition and finished an intro adventure in the course of two…years. I know now to make the investigative/mystery stuff very straightforward and a fail forward endeavor. They make choices and it changes the story, meaning I have to be willing to bring clues or interactions that can move the story forward to them instead of them following what I have planned. </p><p>It sounds like they want to fight and not be poor. Reward that. Give them fights between the investigation. Link it to the plot if you like and put coded messages on the attackers. Introduce a patron that promises money and increased class rank. Have the patron request increasingly terrible things from them that makes them question the purpose or motives. Let the patron betray them and leave them for dead, inspiring their investigation to reap revenge and topple someone who has wronged them, but they cannot do it without proof.</p></blockquote><p></p>
[QUOTE="moriantumr, post: 8569148, member: 7016026"] I dm for a group that loves the idea of investigative/mystery/sandbox games but they are really, really bad at playing them. We played Dark Heresy 2nd edition and finished an intro adventure in the course of two…years. I know now to make the investigative/mystery stuff very straightforward and a fail forward endeavor. They make choices and it changes the story, meaning I have to be willing to bring clues or interactions that can move the story forward to them instead of them following what I have planned. It sounds like they want to fight and not be poor. Reward that. Give them fights between the investigation. Link it to the plot if you like and put coded messages on the attackers. Introduce a patron that promises money and increased class rank. Have the patron request increasingly terrible things from them that makes them question the purpose or motives. Let the patron betray them and leave them for dead, inspiring their investigation to reap revenge and topple someone who has wronged them, but they cannot do it without proof. [/QUOTE]
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