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Introduction to villains and clues
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<blockquote data-quote="Bedrockgames" data-source="post: 5957776" data-attributes="member: 85555"><p>I agree this is a great solution for many, but my point is it is not for all. Personally I find te possibility of missing clues through rolls to be more interesting in a mystery adventure. For me finding the clues is just as exciting as putting them together and I am upokay with not being able to solve them on either front. I do think mysteries are more problematic for groups and part of the issue is understanding what the players expect in this regard. When people do get specific (i check the body, i open the drawer) i do usually bypass the skill roll. But if they are less targeted and just say i look around the house, i would rather have a roll for that case. One thing i learned a while back is the players dont have to solve the mystery to finish the adventure. As a gm the first thing i ask is "what happens if they miss all the clues?". This is going to be very specific to each adventure though. I would prefer to keep the adventure interesting even when the mystery goes unsolved, but that is just my preference. Again i think all the approaches described can work. It is just a matter of identifying what your group would prefer.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5957776, member: 85555"] I agree this is a great solution for many, but my point is it is not for all. Personally I find te possibility of missing clues through rolls to be more interesting in a mystery adventure. For me finding the clues is just as exciting as putting them together and I am upokay with not being able to solve them on either front. I do think mysteries are more problematic for groups and part of the issue is understanding what the players expect in this regard. When people do get specific (i check the body, i open the drawer) i do usually bypass the skill roll. But if they are less targeted and just say i look around the house, i would rather have a roll for that case. One thing i learned a while back is the players dont have to solve the mystery to finish the adventure. As a gm the first thing i ask is "what happens if they miss all the clues?". This is going to be very specific to each adventure though. I would prefer to keep the adventure interesting even when the mystery goes unsolved, but that is just my preference. Again i think all the approaches described can work. It is just a matter of identifying what your group would prefer. [/QUOTE]
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