Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How to make a good Investigation Adventure?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neo" data-source="post: 158293" data-attributes="member: 4139"><p>Dissection is the key</p><p></p><p>First decide on what you want the ultimate goal to be, </p><p></p><p>next decide on where and how you want the PC's to begin the mystery, this sets the scene, gives you your overall location, and start point.</p><p></p><p>Then dissect you ultimate goals down into parts, making sure the clues link together, be it a tangible physical clue or a verbal spoken clue recieved from an NPc or the like. and simply work from one point towards the other, adding as many steps as you feel are necessary.</p><p></p><p>It's also usually a good plan to provide alternate clues, as only having one means to get from clue A to clue B can make the whole thing fall apart if the players can't work it out.</p><p></p><p>Also be sure you know their group, and their capabilities. try to put the clues in to suit the players, styles of play..as this makes the discovery process far more personal and relevant to the group, and the styles of play they enjoy.</p><p></p><p>Be sure to keep the mystery, don;t make the clues so obvious they give the plot away before the finale, throw in a few dead ends and false leads, a distraction ro teo that has nothing to do with the central plot.</p><p></p><p>And finally, be sure the mystery is "Relevant" or important enough to keep them motivated enough to carry out tracing the clues to the ultimate end, otherwise a group will get bored, distracted and tend to wander off plot with no desire to return. tease them with small but signifcant success at various points along the mystery, that give them a bit more of the puzzle than normal, but not enough to give the game away...tantalise them, and keep them thinking.</p></blockquote><p></p>
[QUOTE="Neo, post: 158293, member: 4139"] Dissection is the key First decide on what you want the ultimate goal to be, next decide on where and how you want the PC's to begin the mystery, this sets the scene, gives you your overall location, and start point. Then dissect you ultimate goals down into parts, making sure the clues link together, be it a tangible physical clue or a verbal spoken clue recieved from an NPc or the like. and simply work from one point towards the other, adding as many steps as you feel are necessary. It's also usually a good plan to provide alternate clues, as only having one means to get from clue A to clue B can make the whole thing fall apart if the players can't work it out. Also be sure you know their group, and their capabilities. try to put the clues in to suit the players, styles of play..as this makes the discovery process far more personal and relevant to the group, and the styles of play they enjoy. Be sure to keep the mystery, don;t make the clues so obvious they give the plot away before the finale, throw in a few dead ends and false leads, a distraction ro teo that has nothing to do with the central plot. And finally, be sure the mystery is "Relevant" or important enough to keep them motivated enough to carry out tracing the clues to the ultimate end, otherwise a group will get bored, distracted and tend to wander off plot with no desire to return. tease them with small but signifcant success at various points along the mystery, that give them a bit more of the puzzle than normal, but not enough to give the game away...tantalise them, and keep them thinking. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How to make a good Investigation Adventure?
Top