I need some tips for running investigatives scenarios, using 3ed mechanics... how u fellow GMs manage those things?
...last session i was trying to convert and old 2ed scenario (sing for ur supper) using the new mechanics (dices, trackers...all the new stuff) but the investigation really dragged and was kinda boring. Ok, maybe the players where a bit lazy, and they ended discouraged by the lack of ready evidences.
I must admit that S4yS is writed quite well: each location players may visit clearly state wich key-informations (clues) can be gained and how. (mainly simply roleplaying whit NPC). Clues are linked toghether, so that u could easly follow from one location to the next. What i've done was:
Made the investigation in a single ACT to run in story mode, made of several different episodes (one for each key-location)
- set up a basic progress tracker to time-track: each location-change advance it
- set up a 10 space "investigation" tracker (like An Eye for an Eye) whit a middle and a final event: this advanced each time players uncover an important clue (i've choosed 10 from the total clues avaible, since there was way more, not all directly linked to the case). The events are those described in the adventures (some ally give a vital clue at first, then return in the end to clearly state where the kidnapped girl is held prisoner)
- i've also made all the clues readly avaible whitout any (or very simple) rolls: i dont want that vital clues get skipped for plain bad luck (more or less ala "trail of Chthulu")
Now...meanwhile i was running it, i've noticed a big weak spot in this adventure and/or tracking system: there are no clues that point to where the kidnapped girl is, and this discovery is made possible only by the final event...wich is trigged by the simple fact players already have investigated all locations, only to discover they really are "clueless" and need an ally to sort this thing out!! Problem is that my players have skipped a couple locations and thus cannot see how to further advance the tracker to the final event....
what do you think about this progress-tracker system? would have you handled it in different manner? how investigations are handled in Edge of Night?
Others general problem i've encountered are:
- Players sometimes pick interest in a totally random name or npc, one wich isn't even descripted in the adventure: what do you do? you immediately close this path, for example making this random npc unavaible to speak, or u follow the path and invent something?
- Players sometimes skip or forgot to go to a vital location/NPC...u let this be(potetially failing in uncover the thruth) or u force them back on road? in this case how?
Thanks in advance for any suggestion! Byz!
Still the article have great suggestion for GMing. Thanks for sharing the link!