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How to make a good Investigation Adventure?
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<blockquote data-quote="Kugar" data-source="post: 158019" data-attributes="member: 442"><p>MB has great Ideas!</p><p></p><p>If you are running an invstigation, there are going to be points where your PCs run into a dead end. They will blink at you, sigh, and look at you with puppy dog eyes until someone says "I don't know what's next. Let's head to the XX". XX has to contain something to move the plot along. If you were obvious enough with your discription - XX will be where you planned on them going. Most often it will be a Tavern.</p><p></p><p>The more detialed your world and NPCs are the less this will happen. This is why investigations tend to work better in modern settings. Players are more familar with the resorces available to them - universities, libraries, police, internet, newspapers. </p><p></p><p>In a typical DnD world you need creative players to get the information and it will be frustrating when you run your first investigations. Spoon feed them at first and then pull back the help and let them learn how to get information themselves. Don't feel to bad if you have to shoehorn in some leads. Look how cheesey and linear a lot of great movie plots are at the core. </p><p></p><p>Summary: Investigations are helped by a detailed area, creative players, and experience. As long as you know the overall plot - cheating every once in a while may be needed to move the story <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (PS - Don't forget the fighting if that is what your group likes)</p></blockquote><p></p>
[QUOTE="Kugar, post: 158019, member: 442"] MB has great Ideas! If you are running an invstigation, there are going to be points where your PCs run into a dead end. They will blink at you, sigh, and look at you with puppy dog eyes until someone says "I don't know what's next. Let's head to the XX". XX has to contain something to move the plot along. If you were obvious enough with your discription - XX will be where you planned on them going. Most often it will be a Tavern. The more detialed your world and NPCs are the less this will happen. This is why investigations tend to work better in modern settings. Players are more familar with the resorces available to them - universities, libraries, police, internet, newspapers. In a typical DnD world you need creative players to get the information and it will be frustrating when you run your first investigations. Spoon feed them at first and then pull back the help and let them learn how to get information themselves. Don't feel to bad if you have to shoehorn in some leads. Look how cheesey and linear a lot of great movie plots are at the core. Summary: Investigations are helped by a detailed area, creative players, and experience. As long as you know the overall plot - cheating every once in a while may be needed to move the story :) (PS - Don't forget the fighting if that is what your group likes) [/QUOTE]
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