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Murder Mystery Adventures
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5716948"><p>I think multiple leads are important, but multiple paths and outcomes are also critical. In my experience GMs really get bogged down when they start with the assumption that the PCs have to solve the mystery and save the day. That isn't always the case. You can have just as much fun with the fallout for failing to solve the mystery. </p><p> </p><p>My first piece of advice to anyone running a mystery adventure is to be inspired by the mystery genre but don't try to replicate it. You have to account for player freedom and the fact that as a GM you can't set things up in the same way a writer can. </p><p> </p><p>My second piece of advice is keep running myteries until you get it right. A mystery is like any kind of adventure, it takes some trial and error to figure out what works for you GMing style (how many of us hit it out of the park on our first dungeon crawl?). Because mysteries are a type of adventure people usually save for special occassions or only run once or twice, a lot of GMs view them with trepidation. </p><p> </p><p>Finally tailor the thing to the tastes of your group. Every gaming group is different. Some have fun with mysteries as a metagame puzzle, others want to have their character's skill rolls take care of finding clues. Some players want the difficulty set to easy, some want to be genuinely challenged with the possibility of failure in the air.</p><p> </p><p>PS Can you provide a link to the adventure path?</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5716948"] I think multiple leads are important, but multiple paths and outcomes are also critical. In my experience GMs really get bogged down when they start with the assumption that the PCs have to solve the mystery and save the day. That isn't always the case. You can have just as much fun with the fallout for failing to solve the mystery. My first piece of advice to anyone running a mystery adventure is to be inspired by the mystery genre but don't try to replicate it. You have to account for player freedom and the fact that as a GM you can't set things up in the same way a writer can. My second piece of advice is keep running myteries until you get it right. A mystery is like any kind of adventure, it takes some trial and error to figure out what works for you GMing style (how many of us hit it out of the park on our first dungeon crawl?). Because mysteries are a type of adventure people usually save for special occassions or only run once or twice, a lot of GMs view them with trepidation. Finally tailor the thing to the tastes of your group. Every gaming group is different. Some have fun with mysteries as a metagame puzzle, others want to have their character's skill rolls take care of finding clues. Some players want the difficulty set to easy, some want to be genuinely challenged with the possibility of failure in the air. PS Can you provide a link to the adventure path? [/QUOTE]
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