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<blockquote data-quote="The Shaman" data-source="post: 5708116" data-attributes="member: 26473"><p><img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" />There's no "might" about it.No, I most definitely am not writing a novel.Why bother presenting a mystery to solve if there is, in fact no, mystery?</p><p></p><p>The reason to present a mystery in the game, in my opinion, is because pursuing the mystery is fun for the players. The real trick, in my experience, it to make failing to solve the mystery at least as interesting as solving it; the investigation should offer its own perils and rewards exclusive of the outcome.</p><p></p><p>In <a href="http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier" target="_blank">our <em>Flashing Blades</em> campaign</a> Saturday night, the adventurers arrived in Grenoble to discover that the officer they were supposed to meet has been missing for two weeks. Solving Lieutenant Gourjon's disappearance may ultimately prove secondary to who the adventurers may meet and the paths they may follow should they choose to investigate, including those paths which are dead-ends relative to the mystery but which open up other opportunities and dangers for the adventurers in their own right.</p><p></p><p>There <em>is</em> a mystery to solve, but what the investigation may reveal is potentially at least as compelling. It's in no way necessary for me to 'fool' he players into thinking they're solving the disppearance.<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>What makes a good roleplaying experience for me is much more than "throwing dice."</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5708116, member: 26473"] :erm:There's no "might" about it.No, I most definitely am not writing a novel.Why bother presenting a mystery to solve if there is, in fact no, mystery? The reason to present a mystery in the game, in my opinion, is because pursuing the mystery is fun for the players. The real trick, in my experience, it to make failing to solve the mystery at least as interesting as solving it; the investigation should offer its own perils and rewards exclusive of the outcome. In [url=http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier]our [i]Flashing Blades[/i] campaign[/url] Saturday night, the adventurers arrived in Grenoble to discover that the officer they were supposed to meet has been missing for two weeks. Solving Lieutenant Gourjon's disappearance may ultimately prove secondary to who the adventurers may meet and the paths they may follow should they choose to investigate, including those paths which are dead-ends relative to the mystery but which open up other opportunities and dangers for the adventurers in their own right. There [I]is[/I] a mystery to solve, but what the investigation may reveal is potentially at least as compelling. It's in no way necessary for me to 'fool' he players into thinking they're solving the disppearance.:erm: What makes a good roleplaying experience for me is much more than "throwing dice." [/QUOTE]
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