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What to do when your PC's have just lost the plot
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<blockquote data-quote="Umbran" data-source="post: 6169885" data-attributes="member: 177"><p>Recognize that the players don't have your perspective, and may not be used to clues at one level of remove. It seems that while they may be able to follow a lead, what you're asking them to do is *develop* a lead, or *create* a new contact, which is not something they may have much experience with. </p><p></p><p>Some folks (like Derren, I think) will say, "if the player doesn't get it, too bad - the game is a test of player skill". That's fine, except that you have to remember that player skills are <em>learned</em>, not spontaneous generated from their value as people. If you want them to use a set of skills, you need to be prepared to teach them. Don't punish the players for not having skills that haven't been taught.</p><p></p><p>What to do? Here are some possibilities:</p><p></p><p>1) Remember that characters can be brighter than players - hubris aside, most of your players probably don't posses the 18 Intelligence their wizard might have, and the characters live in the world when the players do not. So, institute a "clue check" when players have missed something that the characters might get. Pick the characters with the highest Intelligence or Wisdom, set a DC, and allow them to roll. </p><p></p><p>2) It may be that they are mistaking your clues for flavor text. Take a cue from Gumshoe - the game steps away from the Gygaxian, "if you don't explicitly tell me you're checking the bedposts for hollows, you won't find the gemstones". Instead, if a character is in the right place, and has the right skill to use, they get the clue automatically, and they *know* it is a clue. So, when they get a clue, tell them they have a clue in hand! Once they know it is specifically a clue, they will likely know what to do with it.</p><p></p><p>2a) Alternatively, use the Three Clue Rule - if you expect players to act on a piece of information, present it several times, in different ways. When they hear the same name more than once in relation to the BBEG, they may get the hint.</p><p></p><p>3) If your game uses Action Points or something similar as a mechanic, institute a "you may spend an action point to get a clue".</p></blockquote><p></p>
[QUOTE="Umbran, post: 6169885, member: 177"] Recognize that the players don't have your perspective, and may not be used to clues at one level of remove. It seems that while they may be able to follow a lead, what you're asking them to do is *develop* a lead, or *create* a new contact, which is not something they may have much experience with. Some folks (like Derren, I think) will say, "if the player doesn't get it, too bad - the game is a test of player skill". That's fine, except that you have to remember that player skills are [I]learned[/I], not spontaneous generated from their value as people. If you want them to use a set of skills, you need to be prepared to teach them. Don't punish the players for not having skills that haven't been taught. What to do? Here are some possibilities: 1) Remember that characters can be brighter than players - hubris aside, most of your players probably don't posses the 18 Intelligence their wizard might have, and the characters live in the world when the players do not. So, institute a "clue check" when players have missed something that the characters might get. Pick the characters with the highest Intelligence or Wisdom, set a DC, and allow them to roll. 2) It may be that they are mistaking your clues for flavor text. Take a cue from Gumshoe - the game steps away from the Gygaxian, "if you don't explicitly tell me you're checking the bedposts for hollows, you won't find the gemstones". Instead, if a character is in the right place, and has the right skill to use, they get the clue automatically, and they *know* it is a clue. So, when they get a clue, tell them they have a clue in hand! Once they know it is specifically a clue, they will likely know what to do with it. 2a) Alternatively, use the Three Clue Rule - if you expect players to act on a piece of information, present it several times, in different ways. When they hear the same name more than once in relation to the BBEG, they may get the hint. 3) If your game uses Action Points or something similar as a mechanic, institute a "you may spend an action point to get a clue". [/QUOTE]
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