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But it brought another question to my mind. How does one effectively run a mystery-based adventure
campaign? I feel like the effect isn't as difficult to achieve as horror, yet even more spell-binding. The
basic template is pretty universal, and could be applied to pretty much any genre.
Any elegan/tg/entlemen ever run a particularly successful one, or have any advice on how to run one? I
(and perhaps many others) would definitely appreciate it.
>> Anonymous 01/11/11(Tue)22:00 No.13487548
File1294801244.jpg-(264 KB, 678x766, 0008-1294035186014.jpg)
in the meanwhile i suppose i'll
bump with some images
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>> Anonymous 01/11/11(Tue)22:29 No.13487845
File1294802996.jpg-(94 KB, 1200x1213, 0025-1294035641034.jpg)
thar you go
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mah bad.
But this game was different. We started out in a bar, not knowing eachother, just normal guys. Premade sheets based on a profession we'd
told the GM we wanted. A grave-digger, a candlestick maker, a barber, a gambler, and a few others that I don't remember. One guy was
apparently a half-orc because he didn't get the memo about it being modern.
So we're in this bar and it's a full moon on halloween. We hear an animal growling outside, and screaming. OOC myself and another player
say "werewolves!" and start discussing a need for silvered weapons. At this point the GM decided to change it to something else, because he
had planned werewolves. He switched to the Hellcats from D&D. So when (at least) three monsters came inside all we heard were growls,
and we saw nothing as people were attacked. We managed to fight them off using tables and chairs long enough to get out onto the street.
We headed to the police station to call Scotland Yard. There, the constable seemed to be talking to somebody who wasn't there. Eventually
the Hellcats found us. (we didn't know what they were, I was saying hellhounds and the other genre-savvy player was saying invisible
werewolves, so we agreed to find iron, salt and silver.) By now we'd noticed that they are only invisible in strong light, and we can see them
barely in the dark so we're torn between turning off the lanterns or leaving them on.
The cop gets crazier and as the invisible hellcats start attacking everybody and he says he can't see them, doesn't hear anything, etc. We
end up fighting him and the things but manage to run into a back room and close it off. We hear him getting ripped up outside, but we find
some guns and I'd grabbed a iron poker from the Inn, and I think we had some knives, candles, and ink to throw at the hellcats (in order to
see them better.)
We're locked in this room and we hear above us digging. We can tell they're going to get in, so we poured lantern oil all over and rigged one to
fall as we shut the back door, then we waited and as it jumped down we slammed it and heard it die.
On the way back to the church the birdthing is standing there. Most of them go in but the gravedigger sees Father MacKenzie's face on it, so
he attacks. The half-orc helps. They end up getting picked up and stuck onto its back spikes.
Meanwhile inside the church we head digging on the wall. My character hears the voice of a girl who works for him, and decides he's crazy
and isn't having any of that bullshit. So I lay down a line of salt where I hear the digging, ready my ink and poker and tell the others to run for
it. It doesn't end well for me.
So they run across town and get to the bridge. There are four men, one woman (npc girl the gambler has been dragging
along, he met her in the bar...) and one child (one guy's little brother NPC.) So one of the men sees his brother who is dead.
He's got like a missile through his stomach, which explodes. But then he's still there.....crazy shit, idk. Then a giant spider
comes down and eats the guy (the PC.)
The remaining three PC's try to cross a bridge to get out of the city. They're crossing and the bridge ends suddenly, and
below they see redish water and mist, they can't see the other side. Then they realise it's a suspension bridge. They throw a lantern into the
mist and it vanishes. Then a giant tentacle pops up and kasmacks one of them off.
So the two remaining PC's run back to shore, before getting there one (with the now dead PC's little brother) gets smacked off as well.
The gambler then takes his wench and has sex with her. Before it's over, the giant spider kills them. Then end. That story was long and
awful..sorry. :)
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Pic related, it's my character.
Don't make your players go through silly rolls or skill challenges to get a clue, and don't design challenges that if failed, will prevent them from
piecing the puzzle together. You should still make them work for the clues, thats what your encounters and challenges are for, but make
success or failure in those challenges affect something other than whether or not they get the clue. Then, ensure there are multiple paths to
your important clues (this helps avoid railroading). Last, beat your players over the head with your clues, that way they know they are clues.
Your players aren't Sherlock Holmes, and you're not actually a villain trying to cover your tracks. The assumption is that in the end, your
players will solve the mystery, so don't make your puzzle so convoluted and obscure your players can't do that. You'll just end up having
explain how clever you where, and while that might be fun for you, it's not really fun for your players.
If you're looking for further ideas, TheAlexandrian.net has a number of really helpful blog posts on the subject, and the gumshoe rpg system is
completely designed around the concept. Both are great resources for mystery campaigns.
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