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Let’s do some quick review.

The Three Clue Rule maintains that for any conclusion you want the PCs to make, you should include at least three clues.

Furthermore, we can classify clues as being either leads (which point to places where you can continue your investigation by collecting more clues) and evidence (which point to other revelations; e.g., the identity of the killer or the method for creating red mercury). This distinction is valuable because one is how you navigate the scenario, while the other is usually the goal (or goals) of the scenario.

(Plus, only leads need to obey the Inverted Three Clue Rule. See Node-Based Scenario Design.)

Now that we’re all up to speed, brace yourself because we’re about to go even deeper:

Leads can also be divided into two types: existential leads and access leads.

Existential leads literally indicate that the target node exists and/or that the PCs would find the target to be of interest (e.g., because they might find clues or treasure there).

Access leads, on the other hand, tell the PCs how they can go to the target node.

It’s not unusual for there to be little or no difference between these two types of leads because access to a node is often trivial: If the PCs know the Morning Star Nightclub is significant to their investigation, they can trivially use Google Maps to figure out where it is.

On the other hand, consider a runic inscription in some ancient ruins that says, “The Lost City of Shandrala is possessed of many treasures!” That’s an existential lead. It might get the PCs interested in Shandrala, but if they don’t know where it is, there’s nothing they can do about it. A map indicating the location of one of the Jade Portals that leads to the Lost City, on the other hand? That’s an access clue, allowing the PCs to go to Shandrala.

TROUBLESHOOTING

The distinction here might seem exceedingly esoteric, but it has practical applications.

First, it can be essential when troubleshooting a scenario. For example, you might look at your revelation list and say, “I’ve got three clues pointing to the Lost City of Shandrala! I’m good to go!” But if some or, worse yet, all of those clues are existential leads, then you haven’t actually fulfilled the Three Clue Rule.

This problem can even be hard to spot when it’s actively happening at the game table: If you think your players have all the clues they need, but they’re nonetheless spinning their wheels, it can be worthwhile to make sure that they aren’t roadblocks by a lack of access to the nodes they want to investigate.

The reverse can also be true: The PCs may have multiple leads giving them access to a node, but if they don’t have a reason to go there it may not matter! In my experience, this problem is much rarer because the dramatic nature of the game itself strongly implies that if something is mentioned, then it’s significant (e.g., I’m not giving you a random map with a location circled on it for no reason; therefore the location is inherently worth checking out). But particularly in a sandbox campaign, players not understanding the significance or value of a node may isolate material that you erroneously think is robustly linked to the rest of the world.

You can think of existential leads as pointing to existential revelations, and, naturally, access leads as pointing to access revelations.

In practical terms, as described in The Secret Life of Nodes, it’s not unusual for my node list to directly double as a revelation list. Most of the time this works just fine because, as we’ve noted, your existential and access leads for a node are usually one and the same thing. But when they’re not, obviously, your revelation list can become a trap, artificially conflating revelations that are actually separate from each other.

The solution, of course, is to separate your existential revelations into a separate revelation list and supply the proper clues for both lists. (In this sense, the existential revelations act much more like evidentiary revelations, insofar as they are conclusions you want the players to make, but which do not allow the PCs to navigate through the scenario.)

PAYOFF

The distinction between existential and access revelations can also be used to your advantage when designing scenarios by creating payoff.

Take the Lost City of Shandrala, for example. If the first time the players hear about it is when they find a map indicating its location with a hand-scrawled note reading, “Home of the Jade Masters!” that works: The clue combines both the existential and access leads, and it’s quite likely that the players will check out the Lost City at some point.

But consider what happens if you instead spend several adventures dropping existential — and only existential! — leads to the Lost City of Shandrala. Now you’re building a sense of enigma: Each clue builds the rep of the Lost City a little more, and possibly gives the PCs more and more reasons for finding it.

This built-up anticipation then pays off when you finally start delivering the access clues that will let the PCs plan their expedition to Shandrala.

To generalize: Separate and foreshadow your existential leads in order to build anticipation and turn the ultimate revelation of access into a reward.

(Check out Getting the Players to Care for more along these lines.)

Another technique here is that you can sometimes nest your existential and access revelations:

  • You need to talk to the Immortal Sorcerer. (Existential)
  • To talk to the spirit of the Immortal Sorcerer, you need the jade amulet. (Access)
  • The jade amulet is hidden in the Lost City of Shandrala. (Existential)
  • The Lost City of Shandrala can be accessed through the Jade Portals. (Existential)
  • A Jade Portal is located at such-and-such a place. (Access)

You can see how this thread of the campaign builds over time. In fact, you could also imagine separate existential revelations about the Lost City of Shandrala that are built up over time, so that when the PCs also learn that the jade amulet they need is located there it will just pump up their desire to reach Shandrala even more.

Next: Hints

5 Responses to “Running Mysteries: The Two Types of Leads”

  1. AbD says:

    I think this concept is better understood in Gumshoe terminology:

    – Leads open access to a previously unknown node relevant for the scenario.
    – Clues (alone or in combination with other clues) open access to a previously unknown conclusion relevant for the scenario.
    – Hints are informational bits not allowing access to a node or conclusion, thus only pointing at the existence of a unknown node or conclusion relevant for the scenario (often foreshadowing the node or conclusion).
    – Details are any other chunks of information not relevant for the scenario but providing color.

  2. RatherDashing says:

    You sort of alluded to this but I think it’s worth repeating that an existential lead should not just indicate “this place exists”, but “this place exists and is relevant for a reason we can discern”. This seems obvious but is missed by published adventures a lot (and I’ve certainly failed to include it in my own mysteries in the past).

    Sure, your players will probably figure, “this got mentioned as the result of a clue we find, therefore we need to go there and Something will happen”. But that’s supremely unsatisfying and immediately makes you feel like you’re going through the motions. It’s okay if every location that gets mentioned is relevant (I don’t think the answer is to seed in a bunch of totally disconnected rumors and locations just to make the world feel bigger), but just include a revelation of why the node might be important alongside the revelation that the node exists. Those could be revealed separately, but I’d say as a rule they should be revealed together so the character actually has a reason to make note of them. A gumshoe is not going to jot down in his notebook, “ah, there’s a nightclub in this city. That might be important.”

  3. John says:

    I often refer to the distinction you’re making above as “why” clues and “where” clues. The “why” being “why should the characters care?” rather than “why does this thing exist”. I think it’s a useful reminder for me to keep the characters at the centre of the story.

  4. Justin Alexander says:

    @AbD: I like the “hints” and “details” terminology.

    For those interested in reading more, it looks like these come from an article written by Gareth Ryder-Hanrahan. I’m not sure they’ve ever actually made it into a GUMSHOE book.

    But I will note that they don’t actually breakdown the distinction in this article.

    @John: I also like the “why” vs. “where” clue. Would you be OK if I used that?

  5. John says:

    Of course. Very happy that it’s useful.

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