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<blockquote data-quote="Nightcloak" data-source="post: 1953000" data-attributes="member: 23862"><p>If you can, check out the Freeport line by Green Ronin. You can find some great reviews here at ENWorld. Freeport is a pirate based city adventure with elements of CoC. It could be a source of great information/insperation for you. </p><p></p><p></p><p></p><p></p><p></p><p>Actually, my group usually balks at Ravenloft now. To many bad experiences <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>So I bring it to them via mood and flavor in a particular adventure if needed. </p><p></p><p>In the heat of combat and a long game session I would forget "flavor" goals too. Like flavor text and other elements like describling sounds, tastes, and the like. For a while I just wrote myself a note on a stick note and placed it on my side of the DM screen so only I could see it. Helped a lot and no one else new I was coaching myself. Eventually it just became more of a habit.</p><p></p><p></p><p> </p><p></p><p>Sorry, haven't done mysteries much. What I can say is be prepared for the PCs to use divinations to get the info they need. Don't discourage that or thwart it (after all, they earned the cool abilities and should be able to use them), just be prepared for it. A good trick is for it to answer some questions but lead to more questions, after all, divinations are usually vague. Like the answer implies many directions the characters could take. The PCs will need to gather more clues to get the specific divination they need, but by then... well the divination got them to the right place but then the mystery is on top of them. </p><p></p><p>The great thing about half answers is that the PCs will use their imaginations to fill in the rest (and that can be great in a horror based game).</p><p></p><p>Sound like a great game in the making, keep us posted on what happens! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nightcloak, post: 1953000, member: 23862"] If you can, check out the Freeport line by Green Ronin. You can find some great reviews here at ENWorld. Freeport is a pirate based city adventure with elements of CoC. It could be a source of great information/insperation for you. Actually, my group usually balks at Ravenloft now. To many bad experiences ;) So I bring it to them via mood and flavor in a particular adventure if needed. In the heat of combat and a long game session I would forget "flavor" goals too. Like flavor text and other elements like describling sounds, tastes, and the like. For a while I just wrote myself a note on a stick note and placed it on my side of the DM screen so only I could see it. Helped a lot and no one else new I was coaching myself. Eventually it just became more of a habit. Sorry, haven't done mysteries much. What I can say is be prepared for the PCs to use divinations to get the info they need. Don't discourage that or thwart it (after all, they earned the cool abilities and should be able to use them), just be prepared for it. A good trick is for it to answer some questions but lead to more questions, after all, divinations are usually vague. Like the answer implies many directions the characters could take. The PCs will need to gather more clues to get the specific divination they need, but by then... well the divination got them to the right place but then the mystery is on top of them. The great thing about half answers is that the PCs will use their imaginations to fill in the rest (and that can be great in a horror based game). Sound like a great game in the making, keep us posted on what happens! :) [/QUOTE]
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