Since writing the Three Clue Rule, I’ve spent just over a decade preaching the methods you can use to design robust mystery scenarios for RPGs that can be reliably solved by your players.
Now, let me toss all that out the door and talk about the mysteries that your players don’t solve. And that, in fact, you’re okay with them not solving!
These generally come in a couple different forms.
First, there are unsolvable mysteries. These are mysteries that you don’t WANT the players to solve. There can be any number of reasons for this, but a fairly typical one is that you don’t want them to solve the mystery yet. (For example, because you don’t want to reveal the true identity of the Grismeister until near the end of the campaign.)
Unsolvable mysteries are easy to implement: You just don’t include the clues necessary to solve them.
The other type of mystery we’re talking about is structurally nonessential. These are mysteries that the PCs can, in fact, solve. They’re revelations that the players are completely capable of figuring out.
But it’s possible that they won’t.
And that’s OK.
In fact, it can greatly enhance your campaign.
It’s OK because structurally nonessential revelations are, by definition, not required for the players to successfully complete the scenario: Knowing that the Emerald Pharaoh loved Sentaka La and arranged for her to buried alive after his death so that they could be reunited in the afterlife is a cool bit of lore, but it’s not necessary in order to complete The Doom of the Viridescent Pyramid.
Note: A corollary here is that structurally nonessential mysteries don’t need to obey the Three Clue Rule (although they certainly can and I’d certainly default to that if possible).
But if it’s a cool bit of lore, why wouldn’t we want to force the players to learn it?
When we, as game masters, create something cool for our campaigns, there’s a natural yearning for the players to learn it or experience it. That’s a good impulse, but it’s also a yearning that, in my opinion, we have to learn how to resist. If we force these discoveries, then we systemically drain the sense of accomplishment from our games. Knowledge is a form of reward, and for rewards to be meaningful they must be earned.
THE POWER OF ENIGMA
More importantly, the lack of knowledge can often be just as cool as the knowledge itself.
An unsolved mystery creates enigma. It creates a sense of inscrutable depths; of a murky and mysterious reality that cannot be fully comprehended. And that’s going to make your campaign world come alive. It’s going to draw the players in and keep them engaged. It will frustrate them, but it will also tantalize and motivate them.
Creating enigma with strategically placed unsolvable mysteries can be effective, but I actually find that having these enigmas emerge organically from structurally nonessential mysteries is usually even more effective:
- What’s the true story of how the Twelve Vampires came to rule Jerusalem?
- How did the Spear of Destiny end up in that vault in Argentina?
- What exactly was Ingen doing on Isla Nublar in Jurassic Park III?
- Who left these cryptic messages painted on the walls of the Facility?
The technique here is simple: Fill your scenarios with a plethora of these nonessential mysteries. (You can even create a separate section of your revelation list for them if you find it useful, although it’s not strictly necessary since you have no need to track them.) At that point, it becomes actuarial game: When including a bunch of these in a dungeon, for example, it becomes statistically quite likely that the PCs won’t solve all of them.
The ones they don’t solve? Those are your enigmas.
In my experience, the fact that these mysteries are, in fact, soluble only makes the enigma more effective. I think that, on at least some level, the players recognize that these mysteries that could be solved, and that invests the enigma with a fundamental reality. It’s not just the GM choosing to thwart you. The reality of that solution — and the fact that you, as the GM, know the solution — also has a meaningful impact on how you design and develop your campaign world.
(Which is not to say that there isn’t a place for the truly inexplicable and fanciful in your campaign worlds. Check out 101 Curious Items, for example. But it’s a different technique, and I find the effect distinct.)
ADDING MYSTERY
In the end, that’s really all there is to it, though: Spice your scenarios with cool, fragile mysteries that will reward the clever and the inquisitive, while forever shutting their secrets away from the bumbling or unobservant. When the PCs solve them, share in their excitement. When the PCs fail to solve them, school yourself to sit back and let the mystery taunt them.
You can, of course, make a special effort to add this kind of content, but I generally take a more opportunistic approach. I don’t think of this as something “extra” that I’m adding. Instead, I just kind of keep my eyes open while designing the scenario
- Here’s a wall studded with gemstones that glow softly when you touch them. Hmm… What if pressing them in a specific order had some particular effect? What could that be?
- This was a laboratory used by Soviet scientists engaged in post-Chernobyl genetic experimentation. Can the PCs figure out exactly what project they were working on here? And what WAS that project, exactly?
- This Ithaqua cult was founded in 1879. Hmm… Who were the cult founders? How did they first begin worshiping Ithaqua?
In the full context of a scenario, these aren’t just a bunch of random bits or unrelated puzzles. They’re all part of the scenario, which inherently means that they’re also related to each other. Thus, as the PCs solve some of them and fail to solve others, what they’re left with is an evolving puzzle with some of the pieces missing. Trying to make that puzzle come together and glean some meaning from it despite the missing pieces becomes a challenge and reward in itself.
This also means that, as you work on this stuff, you’re refining, developing, and polishing the deeper and more meaningful structure of the scenario itself.
On a similar note, this can also help you avoid one of my personal pet peeves in scenario design: The incredibly awesome background story that the PCs have no way of ever learning about.
This has been a personal bugaboo of mine ever since I read the Ravenloft adventure Touch of Death in middle school: This module featured what, at least at the time, I thought was an incredibly cool struggle between the ancient mummy Semmet and the Dread Lord Ankhtepot. I no longer recall most of the details of the module, but what I distinctly remember is the moment when I realized that there was no way for the PCs to actually learn any of the cool lore and background.
In practical terms, look at the background you’ve developed for your scenario: If there are big chunks of it which are not expressed in a way which will allow the players to organically learn about it, figure out how the elements of the background can be made manifest in the form of nonessential mysteries. Not only is this obviously more interesting for the players, but actually pulling that back story into the game will give the scenario true depth and interest.
If you put in the work, you win twice over. And then your players win, too.
Everybody wins.
This article has been revised from Running the Campaign: Unsolved Mysteries.