D&D 5E Unraveling the Mystery Too Quickly?

DMs often drag out their mysteries for too long. Like, way too long. If the players' actions are making the mystery "too short", that might actually be a good thing. Mysteries are meant to be solved.

That said, if you feel like the players are underleveled--award XP for solving mysteries!

For Dragon Heist in particular, you can always introduce a second (or even third) faction to complicate matters. That's what I've done in the heavily modified version of Dragon Heist that I'm currently running. And check out the Alexandrian Remix of Dragon Heist on thealexandrian dot net if you haven't already done so. It will make your game better.

I'm using the milestone XP for Dragon Heist. I thought it was the only way there would be a chance characters could be of appropriate level to deal with things.

I can add a couple of villains to the mix, but there comes a point of no return in the module. And running it in Roll20 gets extraordinarily confusing, as it only loads information about the villain you choose, and it's loaded in out of order.
 

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DMs often drag out their mysteries for too long. Like, way too long. If the players' actions are making the mystery "too short", that might actually be a good thing. Mysteries are meant to be solved.

That said, if you feel like the players are underleveled--award XP for solving mysteries!
I’d even take it a step more granular. Award XP for finding clues. Then, even if the players are confident that they have found the solution, they are incentivized to keep looking for clues anyway to get the XP for them, which extends the mystery portion of the adventure and helps further confirm the players’ suspicions if they’re right, or might lead them to the correct solution if they’re wrong.
 

I'm using the milestone XP for Dragon Heist. I thought it was the only way there would be a chance characters could be of appropriate level to deal with things.
Using story-based advancement, which is what I assume you mean here (milestone XP means awarding XP for completing milestones), is always a trap, in my opinion. It seems like it will be less bookkeeping and allow you to insure your players are at the appropriate level at the appropriate time. But in reality, it robs you of the most powerful tool in the game for incentivizing behavior (such as finding clues, as described above), and if your players don’t tackle things in the expected order, if they manage to skip sections of the adventure by coming up with clever alternatives, etc. it can actually lead them to being under-leveled just as easily as XP can, if not more easily. Also, XP is more psychologically satisfying for the players. Humans love watching progress bars fill up, especially if they feel like they are filling as a direct result of their actions.
 

Using story-based advancement, which is what I assume you mean here (milestone XP means awarding XP for completing milestones), is always a trap, in my opinion. It seems like it will be less bookkeeping and allow you to insure your players are at the appropriate level at the appropriate time. But in reality, it robs you of the most powerful tool in the game for incentivizing behavior (such as finding clues, as described above), and if your players don’t tackle things in the expected order, if they manage to skip sections of the adventure by coming up with clever alternatives, etc. it can actually lead them to being under-leveled just as easily as XP can, if not more easily. Also, XP is more psychologically satisfying for the players. Humans love watching progress bars fill up, especially if they feel like they are filling as a direct result of their actions.

I couldn't agree more. I hate milestone levelling.
 

I couldn't agree more. I hate milestone leveling.
There are some cases where it’s appropriate. In something like Adventurers’ League, for example, session-based advancement is a necessary evil. But for a home game with a regular group, or even a large-group game with a fixed set of players and DMs, XP is vastly superior. I’m all for true milestone XP - granting experience points for reaching certain story beats, or accomplishing goals, or even for number of sessions. But cutting out the progress bar element of XP and just telling the players when to level up does the game a great disservice in my opinion.
 

Dam @Oofta beat me too it. I would add FALSE villain. Use another season's villain to throw the Scooby gang off track.
I like this advice, and my modification would be that it doesn't even need to be a villain. The best 'villains' are other heroes whose goals are against the players. No good villain thinks they're a villain - often, they just think they can run the world better.
 

How about the 3 kids urchins from the chase chapter? hmm why am I have flash backs to alfred hitchcock and the 3 investigators? URCHIN Gang with their friends from "Our Gang" could really do damage to TrollSkull Manor or the heroes um zeroes activities.
Jenks, "HEY everybody @Retreater and @Oofta appear to be spying on ......"
Spanky, "FELLOWS BE VERY BERRY QUIET. THEY ARE HUNTING BAD PEOPLE."
 

Using story-based advancement, which is what I assume you mean here (milestone XP means awarding XP for completing milestones), is always a trap, in my opinion. It seems like it will be less bookkeeping and allow you to insure your players are at the appropriate level at the appropriate time. But in reality, it robs you of the most powerful tool in the game for incentivizing behavior (such as finding clues, as described above), and if your players don’t tackle things in the expected order, if they manage to skip sections of the adventure by coming up with clever alternatives, etc. it can actually lead them to being under-leveled just as easily as XP can, if not more easily. Also, XP is more psychologically satisfying for the players. Humans love watching progress bars fill up, especially if they feel like they are filling as a direct result of their actions.
I mean, it's either that or the characters stay 1st level through most of the adventure, because there's not enough combat to level them up appropriately, nor is there actual guidance in the adventure (or in the DMG) to have any idea of how much XP to award for gathering clues.
In my 30+ years of DMing, probably the biggest challenge I've faced was having characters gain enough XP to be of "appropriate level" to deal with a campaign adventure. You either kill characters that are too low level because they missed stuff, re-write sections of the adventure to scale it down, or introduce a bunch of tedious sidequests to kill the momentum of the campaign to level them up.
Milestone leveling has been a godsend. I don't think I will ever run D&D without milestone leveling again.
 

I mean, it's either that or the characters stay 1st level through most of the adventure, because there's not enough combat to level them up appropriately,
There’s quite a bit of combat in the early part of Dragon Heist, and the later part expects the DM to interject Faction sidequests to get the characters appropriately leveled (though I’ll concede that such an expectation is pretty poor adventure writing.)

nor is there actual guidance in the adventure (or in the DMG) to have any idea of how much XP to award for gathering clues.

Milestones
You can also award XP when characters complete significant milestones. When preparing your adventure, designate certain events or challenges as milestones, as with the following examples:

  • Accomplishing one in a series of goals necessary to complete the adventure.
  • Discovering a hidden location or piece of information relevant to the adventure.
  • Reaching an important destination.
When awarding XP, treat a major milestone as a hard encounter and a minor milestone as an easy encounter.

It’s right there in the DMG. Award XP equivalent to an easy encounter of the party’s level for finding a clue, and XP equivalent to a Hard encounter for successfully solving a mystery.

In my 30+ years of DMing, probably the biggest challenge I've faced was having characters gain enough XP to be of "appropriate level" to deal with a campaign adventure. You either kill characters that are too low level because they missed stuff, re-write sections of the adventure to scale it down, or introduce a bunch of tedious sidequests to kill the momentum of the campaign to level them up.
Milestone leveling has been a godsend. I don't think I will ever run D&D without milestone leveling again.
🤷‍♀️
Suit yourself, I guess. Seems like using XP would solve both of your problems (players solving the mystery too quickly and players being under leveled because their quick solving of the mystery caused them to miss big portions of the adventure), but to each their own.
 

There's short mysteries, and long mysteries.

Short mysteries are done in a session or three. You design so that the PCs who start the adventure can already take on whatever is at the end, and don't plan to have them level up several times in the middle. How quickly they get through it is mostly an issue of when you have to create the next adventure.

Long mysteries (like I assume Dragon Heist is supposed to be) are another matter. There's some BBEGs at the end, and if the characters don't do enough stuff before they reach the end, they get squished. I've used two different management techniques.

0) Slight metagame - "Dudes, you are playing through a module. If you get to the end too quickly, you will get toasted. Take your time and do some of the side-quests too, please." Some groups are fine with being outright told about the pacing, others are not. Know your players.

1)Telegraph the fact that the villain is far too powerful for them to take on at this time. How they choose to manage that is their problem - maybe cleaning up some of the smaller tasks along the way will seem more reasonable.

While it wasn't a mystery, my run through of Dragon of Ice Spire Peak went this way. The first day in the area, the 1st level PCs saw a dragon in the sky in the distance. The fact that we'd eventually deal with it was obvious. The fact that it would simply eat us if we went up to kill it then was also obvious.

2) Use milestone leveling, where the milestones are set at appropriate way points on the path(s) to the villain.
 

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