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*Pathfinder & Starfinder
Making a mystery scenario
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<blockquote data-quote="mneme" data-source="post: 5586674" data-attributes="member: 59248"><p>There's are actually a sequence of LFR adventures that handle this kind of thing reasonably well (though from experience, they're tricky to GM, particularly since they have very little combat). Pain, Agony, and Despair, I think.</p><p></p><p>I'd do a freeform complex skill challenge structure, with overall sucess determined by actually getting the clues needed to figure out the mystery (rather than by numerical success) whereas failure should be based on a certain number of failures in the overall skill challenge. If the PCs figure out who the villain is before they fail the overall skill challenge, they get to frame the resulting fight, and may have the advantage of terrain, surprise, etc. If they fail, they end up in conflict with the villain by accident (or the villain finds out they are on their trail and acts to put a stop to their meddling) and they should be at a disadvantage in the resulting combat. </p><p></p><p>Alternatively, there could be multiple "failure" points -- the first one could result in a secondary combat as a force of weaker vampires are primed to get rid of the annoying intruders; the second results in the death of an extra target (but success at this point results in the PCs learning who is targeted and given the opportunity to intercept, resulting in a "save the PC/defeat the bad guy" combat); a third failure could result in the villain escaping, the PCs getting captured before they can investigate further, a fight at disadvantage, or whatnot.</p></blockquote><p></p>
[QUOTE="mneme, post: 5586674, member: 59248"] There's are actually a sequence of LFR adventures that handle this kind of thing reasonably well (though from experience, they're tricky to GM, particularly since they have very little combat). Pain, Agony, and Despair, I think. I'd do a freeform complex skill challenge structure, with overall sucess determined by actually getting the clues needed to figure out the mystery (rather than by numerical success) whereas failure should be based on a certain number of failures in the overall skill challenge. If the PCs figure out who the villain is before they fail the overall skill challenge, they get to frame the resulting fight, and may have the advantage of terrain, surprise, etc. If they fail, they end up in conflict with the villain by accident (or the villain finds out they are on their trail and acts to put a stop to their meddling) and they should be at a disadvantage in the resulting combat. Alternatively, there could be multiple "failure" points -- the first one could result in a secondary combat as a force of weaker vampires are primed to get rid of the annoying intruders; the second results in the death of an extra target (but success at this point results in the PCs learning who is targeted and given the opportunity to intercept, resulting in a "save the PC/defeat the bad guy" combat); a third failure could result in the villain escaping, the PCs getting captured before they can investigate further, a fight at disadvantage, or whatnot. [/QUOTE]
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