Bedrockgames
I post in the voice of Christopher Walken
I run a lot of investigation and murder mystery adventures and wanted to see how other GMs approach this adventure type. It is definitely a little tricky to get right. There are tons of pitfalls and there is a lot of bad advice out there on how to properly run investigations/mysteries.
One thing that works for me is throwing the whole idea that the PCs must solve the mystery out the window. Instead I make sure the adventure stays interesting whether they solve it or not. I've encoutered some advice that suggests PCs should always get the clues or effectively be assured victory, and that is fine for some people, but it never worked for me. I find my players appreciate solving a mystery more if the possibility of not solving it is real.
That said, they should be given a fair opportunity to get to the bottom of things. Handing them clues doesn't work, but neither does Mother May I. I like to make sure there are multiple leads, and multiple ways the mystery can be solves (I also like to be open-minded during play and give the players clues if they come up with an angle I didn't forsee, but makes sense).
The most important thing, IMO, is to make sure you understand the events surrounding the mystery or investigation. For example, if you have a basic murder mystery, you need a concrete timelie of events, people, etc. All the details of the murder itself (and its backstory) need to be fully constructed before you can move onto the cover up and to fleshing out investigation locations, etc. This is something that just comes with practice. Players have a habit of asking very specific questions (ones that don't often come up in mystery novels), so you just learn what kind of info will be needed over time.
I have also decided mysteries and investigations, even though they are largely location based in many cases, are fundamentally about the characters. The need characters who are memorable, make sense, and are consistent. Most of the fun comes from interacting with suspects, allies and witnesses.
Anyways, those are my thoughts on the subject. I am curious how others handle this.
One thing that works for me is throwing the whole idea that the PCs must solve the mystery out the window. Instead I make sure the adventure stays interesting whether they solve it or not. I've encoutered some advice that suggests PCs should always get the clues or effectively be assured victory, and that is fine for some people, but it never worked for me. I find my players appreciate solving a mystery more if the possibility of not solving it is real.
That said, they should be given a fair opportunity to get to the bottom of things. Handing them clues doesn't work, but neither does Mother May I. I like to make sure there are multiple leads, and multiple ways the mystery can be solves (I also like to be open-minded during play and give the players clues if they come up with an angle I didn't forsee, but makes sense).
The most important thing, IMO, is to make sure you understand the events surrounding the mystery or investigation. For example, if you have a basic murder mystery, you need a concrete timelie of events, people, etc. All the details of the murder itself (and its backstory) need to be fully constructed before you can move onto the cover up and to fleshing out investigation locations, etc. This is something that just comes with practice. Players have a habit of asking very specific questions (ones that don't often come up in mystery novels), so you just learn what kind of info will be needed over time.
I have also decided mysteries and investigations, even though they are largely location based in many cases, are fundamentally about the characters. The need characters who are memorable, make sense, and are consistent. Most of the fun comes from interacting with suspects, allies and witnesses.
Anyways, those are my thoughts on the subject. I am curious how others handle this.