I'm running a campaign adventure that is strongly based in investigation (Waterdeep: Dragon Heist, if you're curious).
With activities like splitting the party, gathering clues, asking the right questions, and making obscenely high skill checks, the party is managing to bypass many of the side adventures that give extra clues that they honestly don't need.
I've run mysteries successfully in other systems (including Call of Cthulhu), but there just isn't enough meat to this genre in D&D to make it work the same way.
In a mystery game in a system not especially designed for this style of play (like D&D), what do you do as the GM? Do you add more complications? Do you let them have their victory quick? Do you stick to the script and not allow them to make skill checks to say - follow a suspect?
With activities like splitting the party, gathering clues, asking the right questions, and making obscenely high skill checks, the party is managing to bypass many of the side adventures that give extra clues that they honestly don't need.
I've run mysteries successfully in other systems (including Call of Cthulhu), but there just isn't enough meat to this genre in D&D to make it work the same way.
In a mystery game in a system not especially designed for this style of play (like D&D), what do you do as the GM? Do you add more complications? Do you let them have their victory quick? Do you stick to the script and not allow them to make skill checks to say - follow a suspect?