I like this system you laid out for mysteries. There's a game I just learned about named Brindlewood Bay that has a similar feel. In that one the mystery gives you a body, some locations, a list of clues, and a suspect list but it's up to the players to find things and decide who the killer atually is and how they did it. I've listened to three different actual plays of hte first case and they've all had different killers. Heck, they didn't find all of the same clues. I think systems like this sound really fun. I'm dying to try stuff like this next time I get a group to the table.
I mean, aliens in D&D? It’s happened before. Heck, it’s in the 1E DMG, along with cowboys. You can just port them in from Star Frontiers and Boot Hill. So, sure. Alien!
I think I'll do this in Deadlands. I have a bad habit of not giving depth to minor NPCs and have too much mystery for major NPCs. Having the players pick an Edge of Flaw for NPCs to spring board me ideas for a deeper character will be very helpful.
I came here recently because I was looking for content on Sky Realms of Jeroum and loved the fact lots of your vids where not about modern popular rpgs. Please please do more content that isn't 5e related, it's everywhere. I understand everyone thinks it's amazing but there are lots of us who don't and still call AD&D AD&D and not 1e.
The investigation advice makes no sens. How would players know what clues make sense? They dont know what happened yet. Their role is to uncover the mistery not create stuff that may make no sense.
Well, it requires a different approach to GMing. Which is, instead of putting together a whole mystery beforehand, you just kinda sketch it out, and then react to what the players do and say to fill in the gaps. With a little practice, it's actually *easier* to make a coherent mystery this way than it is to try to put clues in front of the players so they don't get stonewalled or led astray. Any GM who's been playing a while knows that players will follow the most random things even when you put the adventure you planned right in front of them- so why fight it? Just make whatever random things they follow the adventure! Works for non-mysteries too! Remember, if *you* want to tell a specific story, write a novel! When you play an RPG, *everyone* is telling the story.
I have borrowed this idea from you and applied it to my D&D teenagers. They loved it, they were so thrilled.
I like this system you laid out for mysteries. There's a game I just learned about named Brindlewood Bay that has a similar feel. In that one the mystery gives you a body, some locations, a list of clues, and a suspect list but it's up to the players to find things and decide who the killer atually is and how they did it. I've listened to three different actual plays of hte first case and they've all had different killers. Heck, they didn't find all of the same clues. I think systems like this sound really fun. I'm dying to try stuff like this next time I get a group to the table.
I mean, aliens in D&D? It’s happened before. Heck, it’s in the 1E DMG, along with cowboys. You can just port them in from Star Frontiers and Boot Hill. So, sure. Alien!
Always loved this mechanic. My favorite application is in Wilderness of Mirrors.
Great way to tie this idea to skills. Going to use this for my GURPS Trek game.
This guy just hot bull's eye after bull's eye I sware...
In recent years I've played a lot of games that use a similar system, but with metacurrency instead of skill.
This is a great idea!
I think I'll do this in Deadlands. I have a bad habit of not giving depth to minor NPCs and have too much mystery for major NPCs. Having the players pick an Edge of Flaw for NPCs to spring board me ideas for a deeper character will be very helpful.
I came here recently because I was looking for content on Sky Realms of Jeroum and loved the fact lots of your vids where not about modern popular rpgs. Please please do more content that isn't 5e related, it's everywhere. I understand everyone thinks it's amazing but there are lots of us who don't and still call AD&D AD&D and not 1e.
The investigation advice makes no sens. How would players know what clues make sense? They dont know what happened yet. Their role is to uncover the mistery not create stuff that may make no sense.
Well, it requires a different approach to GMing. Which is, instead of putting together a whole mystery beforehand, you just kinda sketch it out, and then react to what the players do and say to fill in the gaps. With a little practice, it's actually *easier* to make a coherent mystery this way than it is to try to put clues in front of the players so they don't get stonewalled or led astray. Any GM who's been playing a while knows that players will follow the most random things even when you put the adventure you planned right in front of them- so why fight it? Just make whatever random things they follow the adventure! Works for non-mysteries too!
Remember, if *you* want to tell a specific story, write a novel! When you play an RPG, *everyone* is telling the story.
@@NevTheDeranged Seems really unorganic. Also whats the satisfaction of having a easy mode where you are always right?
@@jackmalin2528 Who said anything about them being always right? They're only right if they succeeded at the roll.