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I hate mysteries
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<blockquote data-quote="MerricB" data-source="post: 4579367" data-attributes="member: 3586"><p>I'm really glad to hear that. I wish I could play in one of those games one time. <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=":)" /></p><p></p><p>I mean, two of the early games I played were James Bond and CoC, so it's not like I'm completely averse to mysteries. I guess I've just been seeing a lot of bad ones recently. And ones that are out-of-genre. (The Star Wars movies, which are my touchstone for what Star Wars is, include one investigative plot - and that's only part of Episode 2. Having a bunch of mystery adventures breaks me out of feeling like I'm playing Star Wars).</p><p></p><p>In <em>Thunderspire Labyrinth</em>, there's a skill challenge that the PCs must pass to learn what the next bit of the adventure is about. That sort of design infuriates me - when I ran it yesterday, I basically just told the PCs what they needed to do within the framework of the encounter, and also gave them motivation at the same time (you need to do this to find what you're looking for...) Too little information can really sink an adventure, regardless of its type.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4579367, member: 3586"] I'm really glad to hear that. I wish I could play in one of those games one time. :) I mean, two of the early games I played were James Bond and CoC, so it's not like I'm completely averse to mysteries. I guess I've just been seeing a lot of bad ones recently. And ones that are out-of-genre. (The Star Wars movies, which are my touchstone for what Star Wars is, include one investigative plot - and that's only part of Episode 2. Having a bunch of mystery adventures breaks me out of feeling like I'm playing Star Wars). In [i]Thunderspire Labyrinth[/i], there's a skill challenge that the PCs must pass to learn what the next bit of the adventure is about. That sort of design infuriates me - when I ran it yesterday, I basically just told the PCs what they needed to do within the framework of the encounter, and also gave them motivation at the same time (you need to do this to find what you're looking for...) Too little information can really sink an adventure, regardless of its type. Cheers! [/QUOTE]
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