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When it comes to clues, it’s better to error on the side of “obvious” rather than “subtle."
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<blockquote data-quote="Imaculata" data-source="post: 8316800" data-attributes="member: 6801286"><p>When I designed a Call of Cthulhu campaign for my group, I made sure to spread lots of clues all over the campaign, all tying to the central plot. This would guarantee that the players would always stumble upon a clue that would allow them to progress, regardless of where they chose to go.</p><p></p><p>Then on top of that, I added some automatic progression of the plot with each day. Even if the players missed every clue, and were basically picking their nose every day and doing not much else, the plot would still progress. The main threat would still reveal itself eventually, whether the players managed to stop it in time or not. And with each day, the situation would escalate, to urge the players to take action.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8316800, member: 6801286"] When I designed a Call of Cthulhu campaign for my group, I made sure to spread lots of clues all over the campaign, all tying to the central plot. This would guarantee that the players would always stumble upon a clue that would allow them to progress, regardless of where they chose to go. Then on top of that, I added some automatic progression of the plot with each day. Even if the players missed every clue, and were basically picking their nose every day and doing not much else, the plot would still progress. The main threat would still reveal itself eventually, whether the players managed to stop it in time or not. And with each day, the situation would escalate, to urge the players to take action. [/QUOTE]
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General Tabletop Discussion
*Dungeons & Dragons
When it comes to clues, it’s better to error on the side of “obvious” rather than “subtle."
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