I have a small issue: I have two player groups with which I play the same campaining. I am seeing two completely different approaches and both seem to always somehow break down the scenario. I'm wondering if I should change the way I build most of my scenarios around an initial investigation, the progress of which determines the difficulty / difficulties of the events / battles near the end of the scenario. The players are having a hard time doing any proper investigating or hunting for clues and seem to mostly just bumble their way from one fight to another.
For example: objective = discover a hidden cult on an agri world before their actions corrupt the entire world's aquifer, and thus the crops. Inquisition's interest piqued after people started disappearing at regular intervals, which was suspected as cultist activity.
I embedded hints as follows: roll for clues at local administratum archives, roll for Inquiry to receive clues through talking with locals OR law enforcers. Also, clues could be received by requesting the player's local informant to assist in investigation, OR by just being in one of several certain locations in nighttime.
Group 1: Search old archives for records on local missing persons etc, stop there. Never question any of the villagers. Spy on local law enforcers persistently, though no clues are found (wrong target). Mostly ignore designated informant. Group is still stuck (and a bit frustrated, though I am still unwilling to railroad them onward) as they seem to have a hard time actually doing any investigating.
Group 2: Speak to some locals. After no information received (due to poor skills and dice rolls) complete give-up. Group proceeds to make enemies with local law enforcers, leading to tension and potential confrontation. After parading their part in an inquisitorial investigation in the village the scenario takes place in AND almost having a shootout with the enforcers, I punish this behavior by having them attacked by frantic cultists in the middle of the night. The attack leaves the informant dead and one of the players injured. Players continue to act violently towards the (innocent) enforcers (who are just doing their jobs) and wind up causing another scene and getting arrested for a short while. During this time the cult gets a head start and all hell breaks loose. Result: two of the three players escape with their lives and the planet AND the orbiting grain fleet are annihilated by an Inquisition commandeered warship. I wound up dealing the survivors some insanity as they had to watch and witness the millions of lives being extinguished due to their foolish actions earlier.
Any tips for encouraging the investigative aspects of the game, and punishing incorrect behavior (such as blowing cover in an undercover investigation, causing unncessary deaths etc)?