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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="hawkeyefan" data-source="post: 9286853" data-attributes="member: 6785785"><p>No, the three clue rule makes it impossible to miss the clues. It means that no matter what, you give them the clue. The reason you have three clues set up is so that if they don't know what the clue leads to, then they have two other clues to lean on. Hopefully three clues are enough. </p><p></p><p>There is no way to fail to get the clues. You're misunderstanding the three clue rule, or else swapping in your own version of it rather than Laws's version or JA's version. </p><p></p><p></p><p></p><p>But based on all the below that you provided, with all the different things going on, how does that happen? </p><p></p><p></p><p></p><p>This isn't about only being interested in combat... I don't know what gave you that idea. I suppose the misinterpretation of the three clue rule? The three clue rule is exactly about giving them the clue no matter what. If they go to the hotel room, they find the clue. If they interrogate the witness, they get another clue. If they open the safety deposit box, they get a third clue. All three clues point to the same thing... the next step in "the adventure" or "the story" or "the plot". </p><p></p><p>I think that the spirit of the three clue rule is a good one... and that's "provide an abundance of information". Don't skimp on info. Give them more than you think they need. Don't gate all information behind rolls. </p><p></p><p>I think that general advice like that would fit much better with "don't prep plots". The three clue rule is specifically for games with plots, despite what Laws says. </p><p></p><p></p><p></p><p>The PCs were hired how? Is that how the game began? With the assumption they'd taken that job? Or that they would?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9286853, member: 6785785"] No, the three clue rule makes it impossible to miss the clues. It means that no matter what, you give them the clue. The reason you have three clues set up is so that if they don't know what the clue leads to, then they have two other clues to lean on. Hopefully three clues are enough. There is no way to fail to get the clues. You're misunderstanding the three clue rule, or else swapping in your own version of it rather than Laws's version or JA's version. But based on all the below that you provided, with all the different things going on, how does that happen? This isn't about only being interested in combat... I don't know what gave you that idea. I suppose the misinterpretation of the three clue rule? The three clue rule is exactly about giving them the clue no matter what. If they go to the hotel room, they find the clue. If they interrogate the witness, they get another clue. If they open the safety deposit box, they get a third clue. All three clues point to the same thing... the next step in "the adventure" or "the story" or "the plot". I think that the spirit of the three clue rule is a good one... and that's "provide an abundance of information". Don't skimp on info. Give them more than you think they need. Don't gate all information behind rolls. I think that general advice like that would fit much better with "don't prep plots". The three clue rule is specifically for games with plots, despite what Laws says. The PCs were hired how? Is that how the game began? With the assumption they'd taken that job? Or that they would? [/QUOTE]
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