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<blockquote data-quote="Mordmorgan the Mad" data-source="post: 1953497" data-attributes="member: 27199"><p>Well, my friend is gone and my free-time is running short with the new job next week but oh well.</p><p></p><p>The game went pretty well, although we didn't get as far as I would have liked. I think we're gonna continue the game over AIM, so hopefully we'll get something done weekly.</p><p></p><p>Re: Planning, I completely agree with Evilhalfling. Unless you know your players really really well, planning more than a week is useless.</p><p></p><p>Re: Mysteries, they're really hard in a high magic setting unless the PCs are low level or the bad guy(s) have access to divination-blocking magic. Personally, I find that mysteries are most effective in Ravenloft (or other low-magic settings) where the effectiveness of divinations (especially Detect Evil) are reduced. Nightcloak brought up using a string of clues. That's the best way to do it, especially if you're going for horror or high suspence. The more the PCs know, the less they're scared.</p><p></p><p>In my games, I like doing mysteries every once in a while. Red Herrings are always good and should be used often. (Face it, if every clue the PCs get means something, they start paying too much attention to the red herrings: it's that old "Hey! I found a rock!"). I like to be surprised by the ending of the mysteries too, so I rarely decide ahead of time how they'll end. I give the PCs 3-7 possible culprits and see who they think whodunnit. Usually I decide who's guilty (based on which choice would be the most dramatic) right before it becomes obvious.</p><p></p><p>Anyway, I hope that helps.</p></blockquote><p></p>
[QUOTE="Mordmorgan the Mad, post: 1953497, member: 27199"] Well, my friend is gone and my free-time is running short with the new job next week but oh well. The game went pretty well, although we didn't get as far as I would have liked. I think we're gonna continue the game over AIM, so hopefully we'll get something done weekly. Re: Planning, I completely agree with Evilhalfling. Unless you know your players really really well, planning more than a week is useless. Re: Mysteries, they're really hard in a high magic setting unless the PCs are low level or the bad guy(s) have access to divination-blocking magic. Personally, I find that mysteries are most effective in Ravenloft (or other low-magic settings) where the effectiveness of divinations (especially Detect Evil) are reduced. Nightcloak brought up using a string of clues. That's the best way to do it, especially if you're going for horror or high suspence. The more the PCs know, the less they're scared. In my games, I like doing mysteries every once in a while. Red Herrings are always good and should be used often. (Face it, if every clue the PCs get means something, they start paying too much attention to the red herrings: it's that old "Hey! I found a rock!"). I like to be surprised by the ending of the mysteries too, so I rarely decide ahead of time how they'll end. I give the PCs 3-7 possible culprits and see who they think whodunnit. Usually I decide who's guilty (based on which choice would be the most dramatic) right before it becomes obvious. Anyway, I hope that helps. [/QUOTE]
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