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<blockquote data-quote="Don Durito" data-source="post: 7937963" data-attributes="member: 6687260"><p>Building in a mystery is good too. Not in the Sherlock Holmes way, but more in the something to get the players brains itching into putting it all together.</p><p></p><p>Such as, for example, all the ruins around are part of a lost civilsation that was destroyed 1000 years ago and through exploration they slowly begin to piece together the events that led to the fall of that civilsation. Something like this can slowly turn into the emergence of a big campaign ending climactic threat if you want it too, but it can also just be something to discover (although ideally the players should be able to do something to take advantage of what they learn in a game relevant way).</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7937963, member: 6687260"] Building in a mystery is good too. Not in the Sherlock Holmes way, but more in the something to get the players brains itching into putting it all together. Such as, for example, all the ruins around are part of a lost civilsation that was destroyed 1000 years ago and through exploration they slowly begin to piece together the events that led to the fall of that civilsation. Something like this can slowly turn into the emergence of a big campaign ending climactic threat if you want it too, but it can also just be something to discover (although ideally the players should be able to do something to take advantage of what they learn in a game relevant way). [/QUOTE]
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