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Suggestions for running an investigative-type game?
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<blockquote data-quote="Kalendraf" data-source="post: 1709462" data-attributes="member: 3433"><p>The devil is in the details. Be prepared to develop some very in-depth stories and NPCs...at least more detailed than most combat-intensive campaigns require. Each NPC should have well-thought-out motives along with various bits of information that they know and can relate. Some of them may provide that information readily, others may be quite difficult to deal with. Some may even lie to prevent undesireable information from being uncovered, all of which may be unrelated to the direct investigation. Red Herrings can be used to intentionally lead the party off track.</p><p></p><p>As more questions are asked, the party will undoubtedly garner the attention of various power groups who may take an interest in their pursuit. For example, if the party is about to expose a wealthy baron's sordid past, the church may step in to try and carefully prevent this from being exposed if the baron has donated heavily to the church in the past. If the party is about to uncover juicy details about the guard captain's prior lifestyle, the local Thieve's Guild may become involved and attempt to prevent that information from being announced publicly so they can instead use the information to blackmail the captain.</p><p></p><p>Experience needs to be handled differently. Obtaining information from a reluctant source should probably earn exp, while obtaining info from a very willing source should earn little or no exp. You can base the exp on the CR-rating of the person who has that information, but that may not work for all cases. Information gathering thru alternative means (sneaking into a house, magical divination) are viable options as well. I'd recommend giving each detail an associated EXP value.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1709462, member: 3433"] The devil is in the details. Be prepared to develop some very in-depth stories and NPCs...at least more detailed than most combat-intensive campaigns require. Each NPC should have well-thought-out motives along with various bits of information that they know and can relate. Some of them may provide that information readily, others may be quite difficult to deal with. Some may even lie to prevent undesireable information from being uncovered, all of which may be unrelated to the direct investigation. Red Herrings can be used to intentionally lead the party off track. As more questions are asked, the party will undoubtedly garner the attention of various power groups who may take an interest in their pursuit. For example, if the party is about to expose a wealthy baron's sordid past, the church may step in to try and carefully prevent this from being exposed if the baron has donated heavily to the church in the past. If the party is about to uncover juicy details about the guard captain's prior lifestyle, the local Thieve's Guild may become involved and attempt to prevent that information from being announced publicly so they can instead use the information to blackmail the captain. Experience needs to be handled differently. Obtaining information from a reluctant source should probably earn exp, while obtaining info from a very willing source should earn little or no exp. You can base the exp on the CR-rating of the person who has that information, but that may not work for all cases. Information gathering thru alternative means (sneaking into a house, magical divination) are viable options as well. I'd recommend giving each detail an associated EXP value. [/QUOTE]
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