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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="Benjamin Olson" data-source="post: 8316855" data-attributes="member: 6988941"><p>Costs of the mystery, puzzle, etc. being too easy: some brief disappointment by someone or other that the thing was solved immediately.</p><p></p><p>Costs of the mystery, puzzle, etc. being too hard: reaching a story impasse, DM having to provide additional hints on the fly, arguments over whether DM made it impossible, etc., etc., etc.</p><p></p><p>Mysteries are great for secondary content that the players can unlock or miss without it mattering, but if it matters make it obvious or work in a failsafe. And remember that clues that nobody has mentioned in multiple sessions probably don't count anymore.</p><p></p><p>Alternatively don't have a set solution, and just wait for the players to do something clever and make that answer the question.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8316855, member: 6988941"] Costs of the mystery, puzzle, etc. being too easy: some brief disappointment by someone or other that the thing was solved immediately. Costs of the mystery, puzzle, etc. being too hard: reaching a story impasse, DM having to provide additional hints on the fly, arguments over whether DM made it impossible, etc., etc., etc. Mysteries are great for secondary content that the players can unlock or miss without it mattering, but if it matters make it obvious or work in a failsafe. And remember that clues that nobody has mentioned in multiple sessions probably don't count anymore. Alternatively don't have a set solution, and just wait for the players to do something clever and make that answer the question. [/QUOTE]
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Community
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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