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"OK, I try Skill A. Now Skill B. Well, in that case, how about Skill C?"
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<blockquote data-quote="overgeeked" data-source="post: 9125062" data-attributes="member: 86653"><p>Right. And here you are asking for advice on how to not let you giving them a dozen rolls from slowing down the game. As you said in the OP, you hate this kind of thing.</p><p></p><p>There's lots of solutions. The one I offered up is simple. You don't give them a dozen rolls. You decide one skill that covers the whole thing and have them roll that. Another option is to offer two skills and have them pick. But, either way, once that roll is done, that's it. They have to actively change the circumstances to get another bite at the apple, like actively going to investigate something, performing research on the topic, etc. You don't have to use this solution if you don't like it. I won't be offended. But it is a solution.</p><p></p><p>As someone who runs a lot of mystery games, do not gate important clues behind rolls. Ever. If there's a clue you want your players to have, simply give it to them. </p><p></p><p>One thing that's helped a lot of people is how Call of Cthulhu 7E splits clues into two categories. Obvious clues and obscure clues. Obvious clues you automatically get; obscure clues you have to roll for. But, importantly, anything necessary to continue or complete the scenario is always an obvious clue. It's the extra stuff, the easter eggs, the callbacks, the deeper but non-essential lore that is the obscure clues.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9125062, member: 86653"] Right. And here you are asking for advice on how to not let you giving them a dozen rolls from slowing down the game. As you said in the OP, you hate this kind of thing. There's lots of solutions. The one I offered up is simple. You don't give them a dozen rolls. You decide one skill that covers the whole thing and have them roll that. Another option is to offer two skills and have them pick. But, either way, once that roll is done, that's it. They have to actively change the circumstances to get another bite at the apple, like actively going to investigate something, performing research on the topic, etc. You don't have to use this solution if you don't like it. I won't be offended. But it is a solution. As someone who runs a lot of mystery games, do not gate important clues behind rolls. Ever. If there's a clue you want your players to have, simply give it to them. One thing that's helped a lot of people is how Call of Cthulhu 7E splits clues into two categories. Obvious clues and obscure clues. Obvious clues you automatically get; obscure clues you have to roll for. But, importantly, anything necessary to continue or complete the scenario is always an obvious clue. It's the extra stuff, the easter eggs, the callbacks, the deeper but non-essential lore that is the obscure clues. [/QUOTE]
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"OK, I try Skill A. Now Skill B. Well, in that case, how about Skill C?"
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