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I hate mysteries
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<blockquote data-quote="NN" data-source="post: 4584645" data-attributes="member: 4770"><p>My mystery thoughts:</p><p></p><p>- Dont have a 'linear', mystery, ie Clue A => Clue B =>...Clue X => Solution</p><p>Have multiple ways of solving it.</p><p></p><p>- The mystery should develop as the investigation proceeds. </p><p></p><p>- The characters should have a stake in the outcome</p><p></p><p>- If there are 'pinch points' in the solution 'web' do not make them dependent </p><p>on a dice roll. Dice rolls are better for determining costs and complications, rather than success/failiure in finding a clue.</p><p></p><p>ie </p><p></p><p>"NPC A must be Intimidated/Bluffed etc. (DC X) into revealing essential information Y" is not good.</p><p></p><p>"NPC A will reveal essential information Y but must be Intimidated/Bluffed etc. (DC X) into silence or he will later blab to NPC B causing complication Z" is better</p><p></p><p>- If failiure to solve the mystery is a real possible outcome, try to make failiure interesting. </p><p></p><p>- A range of success/failiure is preferable to a binary one. </p><p>Again, try to make all the possible outcomes interesting.</p><p></p><p></p><p></p><p>Note: I think the last two to ALL adventures: it seems to me that there is a tendency to design all-or nothing advnetures, where , as long as the group 'take the bait', they can only</p><p></p><p>a) succeed in mission</p><p>or</p><p>b) get killed trying</p><p></p><p></p><p>I totally disagree with Janx. For me, <em>Trying</em> to win is fun.</p></blockquote><p></p>
[QUOTE="NN, post: 4584645, member: 4770"] My mystery thoughts: - Dont have a 'linear', mystery, ie Clue A => Clue B =>...Clue X => Solution Have multiple ways of solving it. - The mystery should develop as the investigation proceeds. - The characters should have a stake in the outcome - If there are 'pinch points' in the solution 'web' do not make them dependent on a dice roll. Dice rolls are better for determining costs and complications, rather than success/failiure in finding a clue. ie "NPC A must be Intimidated/Bluffed etc. (DC X) into revealing essential information Y" is not good. "NPC A will reveal essential information Y but must be Intimidated/Bluffed etc. (DC X) into silence or he will later blab to NPC B causing complication Z" is better - If failiure to solve the mystery is a real possible outcome, try to make failiure interesting. - A range of success/failiure is preferable to a binary one. Again, try to make all the possible outcomes interesting. Note: I think the last two to ALL adventures: it seems to me that there is a tendency to design all-or nothing advnetures, where , as long as the group 'take the bait', they can only a) succeed in mission or b) get killed trying I totally disagree with Janx. For me, [I]Trying[/I] to win is fun. [/QUOTE]
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