Over the years, as my tastes as a tabletop RPG GM have moved away from High Fantasy and toward Swords & Sorcery, my games have tended to become deadlier and more Old School for PCs. Consequently, my games have also moved away from emphasizing combat and toward problem solving. A type of problem solving that often comes up is Investigations.
So, this week, I wanted to take a look at Investigations in RPGs.
In terms of preparing an Investigation adventure, whether PCs are uncovering a conspiracy, solving a murder or finding a MacGuffin, the first thing to do as a GM is to have a firm grasp on the background and the details. While preparation is always important for a GM, when running an Investigation adventure, it is even more so since there's a good chance that the Players will be coming up with ideas and approaches that you hadn't considered (despite that preparation) and you really need to keep the details in your head while thinking on your toes.
Whew!
Next, for a successful Investigation adventure, it really helps to have a gripping plot/scenario to grab and to hold the Players' interest. Feel free to shamelessly rip off ideas from your favorite books, movies, TV shows... BUT do try to mix things up enough so that your Players don't realize what you are doing. So, you want to be "Episode IV: A New Hope" (1977) (which took a LOT of ideas from "Hidden Fortress" (1958), the epic jidaigeki adventure film directed by the legendary Kurosawa Akira) and not this:
After you've worked out the plot/scenario for your Investigation, next you need to set up clues. Lots and lots of clues. Never underestimate the likelihood that the PCs will reach a dead end. Thus, Justin Alexander's Three Clue Rule is a good general rule of thumb. Furthermore, if the PCs are really stuck, consider dropping hints and even clues until they can get moving again.
Additionally, I like to also add interesting the NPCs and challenges that the PCs will face during the Investigation. This isn't strictly necessary, but, for example, a great and engaging villain, such as Strahd von Zarovich can elevate a good adventure to a great one.
In terms of challenging the Players' minds, Investigations can be a great option if properly planned and executed. And, as I mentioned above, they can fit in with a variety of genres. So, if your band of murderhobos is tired of murdering their umpteenth tribe of green skins, consider throwing an Investigation at them.
In terms of preparing an Investigation adventure, whether PCs are uncovering a conspiracy, solving a murder or finding a MacGuffin, the first thing to do as a GM is to have a firm grasp on the background and the details. While preparation is always important for a GM, when running an Investigation adventure, it is even more so since there's a good chance that the Players will be coming up with ideas and approaches that you hadn't considered (despite that preparation) and you really need to keep the details in your head while thinking on your toes.
Whew!
Next, for a successful Investigation adventure, it really helps to have a gripping plot/scenario to grab and to hold the Players' interest. Feel free to shamelessly rip off ideas from your favorite books, movies, TV shows... BUT do try to mix things up enough so that your Players don't realize what you are doing. So, you want to be "Episode IV: A New Hope" (1977) (which took a LOT of ideas from "Hidden Fortress" (1958), the epic jidaigeki adventure film directed by the legendary Kurosawa Akira) and not this:
After you've worked out the plot/scenario for your Investigation, next you need to set up clues. Lots and lots of clues. Never underestimate the likelihood that the PCs will reach a dead end. Thus, Justin Alexander's Three Clue Rule is a good general rule of thumb. Furthermore, if the PCs are really stuck, consider dropping hints and even clues until they can get moving again.
Additionally, I like to also add interesting the NPCs and challenges that the PCs will face during the Investigation. This isn't strictly necessary, but, for example, a great and engaging villain, such as Strahd von Zarovich can elevate a good adventure to a great one.
In terms of challenging the Players' minds, Investigations can be a great option if properly planned and executed. And, as I mentioned above, they can fit in with a variety of genres. So, if your band of murderhobos is tired of murdering their umpteenth tribe of green skins, consider throwing an Investigation at them.
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