The Alexandrian

Archive for the ‘Roleplaying Games’ category

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Marking Mechanics

This is a cheap shot.

Let’s take a more complex example of the dissociated mechanics cropping up in 4th Edition: Marks.

The effect of placing a mark on another character depends on the mark you’re using, but here are a couple of examples:

Warpriest’s Challenge (16th level)
When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you, you can make an opportunity attack against that enemy. If you mark a new enemy with this feature, any previous marks you have made with this feature end.

* * *

Divine Challenge (Paladin Feature)
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.

At-Will * Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If the target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls and takes 8 radiant damage. The target takes this damage only once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your divine challenge.

* * *

Combat Challenge (Fighter Feature)
When you attack you may mark the enemy, giving a -2 to attack targets other than you.

* * *

Besieged Foe (minor; at-will)
Ranged sight; automatic hit; the target is marked, and allies of the war devil gain a +2 bonus to attack rolls made against the target until the encounter ends or the war devil marks a new target.

There are two levels on which these mechanics dissociate.

First, just like any other mechanic, the basic mark itself can be dissociated. Look at the war devil’s besieged foe ability, for example: The war devil marks the target and the war devil’s allies gain a +2 bonus to attack rolls made against the target.

Mechanically quite simple, but utterly dissociated from the game world. In point of fact, no explanation is given at all for what these mechanics represent in the game world.

Let’s return to our example of the fireball spell again: If you’re the DM and you want to describe what happens when a fireball spell goes off, you can easily give a description of what the character sees. A wizard casts the spell, a bead of fire shoots out of his fingertip, and then explodes into a ball of flame.

But if you’re talking about this besieged foe ability, what would the DM describe? What is the war devil actually doing when it marks an opponent? What happens that causes the war devil’s allies to gain the +2 bonus to attack rolls? Is it affecting the target or is it affecting the allies?

(The name of the ability, of course, gives you no guidance here at all. The use of the term “besieged” would imply that the target is being overwhelmed by multiple opponents… but there’s no such requirement in the actual ability. In fact, the war devil doesn’t have to be anywhere near the target and the bonuses apply even if there’s only one guy whacking on the target.)

EXPLAINING IT ALL AWAY

Of course the argument can be made that such explanations can be trivially made up: A ruby beam of light shoots out of the war devil’s head and strikes their target, afflicting them with a black blight. The war devil shouts horrific commands in demonic tongues to his allies, unnaturally spurring them into a frenzied bloodlust. The war devil utters a primeval curse.

These all sound pretty awesome, so what’s the problem? The problem is that every single one of these is a house rule. If it’s a ruby beam of light, can it be blocked by a pane of glass or a transparent wall of force? If it’s a shouted command, shouldn’t it be prevented by a silence spell? If it’s a curse, can it be affected by a remove curse spell?

And even if you manage to craft an explanation which doesn’t run afoul of mechanical questions like these, there are still logical questions to be answered in the game world. For example, is it an ability that the war devil can use without the target becoming aware of them? If the target does become aware of them, can they pinpoint the war devil’s location based on its use of the ability? Do the war devil’s allies need to be aware of the war devil in order to gain the bonus?

If the mechanic wasn’t fundamentally dissociated — if there was an explanation of what the mechanic was actually modeling in the game world — the answers to these questions would be immediately apparent. And if you’re slapping on fluff text in order to answer these questions, the answers will be different depending on the fluff text you apply — and that makes the fluff text a house rule.

(Why would you want to answer these types of questions? Well, some trivial possibilities would include: The war devil has used magic to disguise himself as an ally of the PCs. The war devil is invisible. The war devil is hiding in the supernatural shadows behind the Throne of Doom and doesn’t want to reveal himself… yet.)

THE PROBLEM WITH HOUSE RULES

So now we’ve established that any attempt to provide an explanation for this mechanic constitutes a house rule: Whatever explanation you come up with will have a meaningful impact on how the ability is used in the game. Why is this a problem?

First, there’s a matter of principle. Once we’ve accepted that you need to immediately house rule the war devil in order to use the war devil, we’ve accepted that the game designers gave us busted rules that need to be fixed before they can be used. The Rule 0 Fallacy (“this rule isn’t broken because I can fix it”) is a poor defense for any game.

But there’s also a practical problem: Yes, fixing the war devil’s besieged foe ability is relatively easy. But these types of dissociated abilities have been scattered liberally through the 4th Edition promo material we’ve seen. We can safely assume that they’ll be similarly found throughout the core rulebooks. This means that there will be hundreds of them. As supplements come out, there will probably be thousands of them.

And every single one of them will need to be house ruled before you can use them.

Now you’ve got hundreds (or thousands) of house rules to create, keep track of, and use consistently. Even if this is trivial for any one of them, it becomes a huge problem in bulk.

These massive house rules also create a disjunction in the game. One of the things that was identified as problematic in the waning days of AD&D was that the vast majority of people playing the game had heavily house ruled the game in various ways. That meant that when you switched from one AD&D group to a different AD&D group, you could often end up playing what was essentially a completely different game.

In the case of AD&D, this widespread house ruling was the result of disaffection with a fundamentally weak and inconsistent game system. House ruling, of course, didn’t disappear with the release of 3rd Edition — but the amount of house ruling, in general, was significantly decreased and the consistency of experience from one game table to the next was improved.

But now we have a 4th Edition which, due to its dissociated design principles, requires you to create hundreds (or thousands) of house rules. And, of course, as soon as you switch game tables all of those house rules will change.

ACCEPTING YOUR FATE

Of course, you can sidestep all these issues with house rules if you just embrace the design ethos of 4th Edition: There is no explanation for the besieged foe ability. It is a mechanical manipulation with no corresponding reality in the game world whatsoever.

At that point, however, you’re no longer playing a roleplaying game. When the characters’ relationship to the game world is stripped away, they are no longer roles to be played. They have become nothing more than mechanical artifacts that are manipulated with other mechanical artifacts.

ChessYou might have a very good improv session that is vaguely based on the dissociated mechanics that you’re using, but there has been a fundamental disconnect between the game and the world — and when that happens, it stop being a roleplaying game. You could just as easily be playing a game of Chess while improvising a vaguely related story about a royal coup starring your character named Rook.

In short, you can simply accept that 4th Edition is being designed primarily as a tactical miniatures game. And if it happens to still end up looking vaguely like a roleplaying game, that’s entirely accidental.

Continued tomorrow…

Dungeon Master's Guide - 4th EditionSo the 4th Edition of Dungeons & Dragons is coming down the pike and people have recently been asking me what I think about it.

Well, I’ve written up some of my thoughts in the past. Those thoughts are largely unchanged: The design team at Wizards of the Coast has decided to design a really amazing tactical miniatures game. (Their motivation for doing so probably has more than a little to do with the reports that the D&D Miniatures game is the most profitable part of the D&D brand.) In order to design that game, however, they have apparently decided that:

(1) They are going to fundamentally alter the gameplay of D&D. (The short version: Yes, the game has changed considerably over the years. But playing a basic fighter in 3rd Edition was still basically the same thing as playing a fighter in 2nd Edition or a fighter in 1st Edition or a fighter in BECMI. Playing a wizard in 3rd Edition was still basically the same thing as playing a wizard in previous editions. And so forth.)

(2) It’s not particularly necessary for them to actually make a roleplaying game. (Don’t believe me? Go ahead and read my previous post on this. WotC’s designers are on public record saying the only thing that matters in the game is what happens during combat.)

One of the most pernicious results of this design philosophy, in my opinion, is the prevalence of dissociated mechanics in 4th Edition.

When I talk about “dissociated mechanics”, I’m talking about mechanics which have no association with the game world. These are mechanics for which the characters have no functional explanations.

Now, of course, all game mechanics are — to varying degrees — abstracted and metagamed. For example, the destructive power of a fireball spell is defined by the number of d6’s you roll for damage; and the number of d6’s you roll is determined by the caster level of the wizard casting the spell.

If you asked a character about d6’s of damage or caster levels, they’d have no idea what you’re talking about. But they could tell you what a fireball is and they could tell you that casters of greater skill can create more intense flames during the casting of the spell.

So a fireball spell has a direct association to the game world. What does a dissociated mechanic look like?

A SIMPLE EXAMPLE

No Robin Hoods AllowedHere’s a sample power taken from one of the pregen characters used in the Keep on the Shadowfell preview adventure:

Trick Strike (Rogue Attack 1)

Through a series of feints and lures, you maneuver your foe right where you want him.

Daily – Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: +8 vs. AC
Hit: 3d4 + 4 damage, and you can slide the target 1 square
Effect: Until the end of the encounter, each time you hit the target you can slide it 1 square

At first glance, this looks pretty innocuous: The rogue, through martial prowess, can force others to move where he wants them to move. Imagine Robin Hood shooting an arrow and causing someone to jump backwards; or a furious swashbuckling duel with a clever swordsman shifting the ground on which they fight. It’s right there in the fluff text description: Through a series of feints and lures, you maneuver your foe right where you want him.

The problem  is that this is a Daily power — which means it can only be used once per day by the rogue.

Huh? Why is Robin Hood losing his skill with the bow after using his skill with the bow? Since when did a swashbuckler have a limited number of feints that they can perform in a day?

There’s a fundamental disconnect between what the mechanics are supposed to be modeling (the rogue’s skill with a blade or a bow) and what the mechanics are actually doing.

If you’re watching a football game, for example, and a player makes an amazing one-handed catch, you don’t think to yourself: “Wow, they won’t be able to do that again until tomorrow!”

And yet that’s exactly the type of thing these mechanics are modeling. Unlike a fireball, I can’t hold any kind of intelligible conversation with the rogue about his trick strike ability:

Me: So what is this thing you’re doing?
Rogue: I’m performing a series of feints and lures, allowing me to maneuver my foe right where I want him.
Me: Nifty. So why can you only do that once per day?
Rogue: … I have no idea.

Continued tomorrow…


Save-or-Die Effects

May 12th, 2008

Let’s talk a little bit about save-or-die effects.

If you participate in any kind of discussion around game design and D&D, the term is probably familiar to you. If you’re not familiar with it, then here’s the short version: As the name suggests, a save-or-die effect is any spell or ability which requires the target to make a saving throw or die. More generally, the term can also be applied to any spell or ability which requires the target to make a saving throw or be effectively removed from play.

For example, finger of death is a a classic save-or-die spell: Either the target makes their saving throw or they die. A sleep spell is also a save-or-die effect, however, because if the target fails their saving throw they’re knocked unconscious. On the other hand, a fireball spell is not a save-or-die effect: Although the damage from the spell might kill you, your death is not the direct result of a failed saving throw.

Poof!

A save-or-die effect with practical results.

THE CONTINUUM OF SAVE-OR-DIE EFFECTS

As our examples suggest, there is actually a continuum of save-or-die effects — ranging from the minor to the severe. In generic terms, I think this continuum can be defined this way:

(1) The effect takes the character out of play, but the character itself can take actions (usually additional saving throws) to put themselves back in play. For example, a hold person spell (which we’ll talk about more later) paralyzes the target on a failed save, but allows the target to make a new save each round to recover.

(2) The effect takes the character out of play, but other characters can take trivial actions to put them back into play. For example, a sleep spell works like this — another character can simply take an action to slap the character and wake them up.

(3) The effect takes the character out of play, but other characters can put them back in play if they have the right resources prepared. For example, any paralysis can be removed if you have a remove paralysis spell available.

(4) The effect kills the character.

It should also be noted that, beyond a certain point, the difference between the third and fourth categories becomes largely academic: A paralysis effect requires remove paralysis; a finger of death requires a resurrection. From a mechanical standpoint, at least, the difference is merely one of degree.

THE PROBLEM WITH SAVE-OR-DIE EFFECTS

Save-or-die effects are widely recognized as being one of the weak points in 3rd Edition. The basic problem with them can be summed up in three words: They aren’t fun.

(1) They aren’t fun to suffer.

(2) They aren’t fun to use.

(3) They break down badly at higher levels of play.

Nobody likes to have bad things happen to their characters, but the truth is that — no matter how much we might argue about hit points — D&D combat is fun. It’s stood the test of time for more than three decades now, and people are still enjoying it.

One of the things that’s fun about it is the ablative nature of hit points — the back-and-forth dynamic of dealing damage. You may not want to get caught in a fireball, but part of the excitement of playing the game is suffering that damage. I think everyone who has ever played the game has a story about the time that they managed to save the day while only having a single hit point left to their name. That’s a story that captures the simple, pure fun that Gygax and Arneson captured in the D&D combat mechanics.

But save-or-die mechanics bypass the whole ablative damage system. As a result, when a save-or-die ability hits the table you are instantly stripping away all the tactical complexity of the combat system and reducing the entire thing to a craps game.

So when a save-or-die effect is used against a PC, it’s no fun: On the basis of a single die roll, the player is no longer allowed to participate in the game. Imagine that, at the beginning of Monopoly, you had to roll 2d6 and — if it came up snake eyes — you automatically lost and didn’t get to play that game. Doesn’t sound like much fun, does it?

But it’s equally true that using a save-or-die effect isn’t particularly fun, either. Oh, sure, lots of people have stories about the time they killed an ancient red dragon with a single lucky hit from a finger of death. But while that’s fun once or twice, how much fun is it in the long-term? Imagine that game of Monopoly again, only this time if you roll box cars on the 2d6 you automatically win the game. Still doesn’t sound like much fun, does it?

And this leads to the breakdown at higher levels of play, where astronomical hit point totals and incredibly high saving throw bonuses turn combat into a giant game of: “Hey, who’s going to roll a 1 on their saving throw first?”

THE CHEAPENING OF DEATH

I have an aesthetic problem with D&D in general: I dislike the revolving door of death. This is a problem I’ve talked about before, but it’s one that has an impact on save-or-die effects at the gaming table.

Specifically, I don’t like cheapening death. Therefore, I’m unlikely to use save-or-die effects on my PCs. But my players have no such compunction — they’re perfectly free to use those spells and effects against their opponents. As a result, this creates an imbalance of power.

This isn’t strictly a mechanical problem, but it does highlight how a particular aesthetic desire can have a meaningful impact on game balance.

WotC’s SOLUTION

As I mentioned, the problem with save-or-die effects has been well understood for several years now. The designers at Wizards of the Coast have been trying to deal with the issue since at least 2002 (when they released the Epic Level Handbook and discovered that the save-or-die effects were causing a complete meltdown in high level play).

With the release of D&D 3.5 in 2003, this newfound awareness translated into some rather half-hearted attempts at fixing the problem. Lots of save-or-die effects were still left scattered all over the core rulebooks, but some of the most problematic examples were fixed.

The solution they came up with was, basically, to weaken the save-or-die effect and move them down the continuum we talked about earlier. For example, in 3.0 hold person was a save-or-die effect of type #3: If you failed your save, you were paralyzed until either the spell ended or someone used a remove paralysis spell on you.

In 3.5, on the other hand, hold person was turned into a type #1 effect: If you became paralyzed, you could continue making saves every round until you succeeded (and stopped being paralyzed).

In 4th Edition, this remains their solution of choice. For example, in 3rd Edition a sleep spell was a save-or-die effect of type #2. In 4th Edition, if the spell successfully affects its target it only slows them. Only an additional failed save results in them falling asleep, and then they can continue making saving throws every round until they wake up.

Plus, in 4th Edition saving throws are always strict 50/50 affairs — there are no modifiers. So you can quickly calculate that there’s only a 50% chance a victim who has been affected by the spell will fall asleep at all; and only a 0.9% chance that they’d stay asleep for even 1 minute.

You can quickly see how watering down save-or-die effects remove most of their pernicious effects. There’s only one problem, though: This watering down also tends to remove most of their utility and flavor, too.

This is part of a wider trend at WotC in which efforts to make the tactical combat portion of the game as perfectly balanced as possible cause them to offer up every other part of the game on a sacrificial altar.

A DIFFERENT SOLUTION

I think the wider problem with WotC’s solution of choice is that it’s basically like saying, “Man, this soup tastes like crap! I think I’ll try adding some more water to it.” The taste of crap is now a little less intense, but it’s still crap.

The problem with save-or-die mechanics is that they bypass the ablative combat mechanics that work so well. So here’s my thought: Instead of just watering these effects down, let’s change the paradigm entirely and tie them into the ablative damage system.

The simplest solution is to simply have save-or-die effects deal ability score damage. For example, in my house rules all death effects deal 4d6 points of Constitution damage. If the spell has a secondary effect — such as turning the victim into a pile of dust — this effect only happens if the victim is killed by the Constitution damage. Similarly, you could have paralysis effects dealing Dexterity damage.

If I was completely overhauling the system, I would — at the very least — vary the amount of ability score damage depending on the power of the effect in question. For example, death effects might vary from 2d6 to 4d6 points of Con damage depending on whether you were talking about a 6th-level spell or a 9th-level spell.

But you can also get fancier: For example, if I were redesigning hold person I would make the spell deal 1d6 points of Dexterity damage per round until the victim made a successful save. If the victim is reduced to 0 Dex as a result of the spell, they are paralyzed (as the magical energies of the spell bind their limbs completely).

Similarly, a victim of a medusa’s gaze would feel their limbs turning to stone as they medusa repeatedly inflicted them with 2d4 points of Dexterity damage.

Under this paradigm, there would be no need for a “paralysis” condition — paralyzed creatures are simply those which have been reduced to 0 Dex. Similarly, a spell like remove paralysis would just be a quick way of healing Dexterity damage.

A sleep spell would be a mental assault, inflicting 1d4 points of Wisdom damage per round until the victim makes a save or drops into a magical coma. When the sleep spell wore off, this Wisdom damage — like the damage from a ray of enfeeblement — would be restored.

Since ability score damage no longer exists in 4th Edition, this solution won’t work for that game. But if I end up making the switch, I’ll be looking for some similar means to change the paradigm of save-or-die effects — rather than just watering them down.

UPDATE: If you’re thinking about using a system featuring ability score damage, you might want to check out Super Simple Ability Score Damage.

The Masks of NyarlathotepI somehow managed to get through my entire essay on the Three Clue Rule without mentioning the adventure that first made me codify it: The Masks of Nyarlathotep.

Originally published in 1984, The Masks of Nyarlathotep is quite possibly the best-structured RPG campaign ever published. It chronicles the PCs’ attempts to crush the many cults of Nyarlathotep, beginning in 1920s New York and then carrying them through London, Cairo, Kenya, Australia, and Shanghai.

But not necessarily in that order. Or any order at all, for that matter.

What makes the campaign memorable is not just the epic globetrotting, but the fact that the PCs were left entirely in control of their own destiny: Every location had a plethora of clues which could lead the PCs to any of the other locations, giving them free reign to pursue their investigations in any way that they chose.

In 1984, this structure was completely revolutionary. It still remains virtually unduplicated in its scope and flexibility.

I’ve never gotten a chance to actually run The Masks of Nyarlathotep. (Some day!) But the nascent promise of its design made a deep impression on me and continues to fundamentally shape the way I plan my campaigns.

Three Clue Rule

May 8th, 2008

Mystery scenarios for roleplaying games have earned a reputation for turning into unmitigated disasters: The PCs will end up veering wildly off-course or failing to find a particular clue and the entire scenario will grind to a screeching halt or go careening off the nearest cliff. The players will become unsure of what they should be doing. The GM will feel as if they’ve done something wrong. And the whole evening will probably end in either boredom or frustration or both.

Three Clue Rule - Sherlock HolmesHere’s a typical example: When the PCs approach a murder scene they don’t search outside the house, so they never find the wolf tracks which transform into the tracks of a human. They fail the Search check to find the hidden love letters, so they never realize that both women were being courted by the same man. They find the broken crate reading DANNER’S MEATS, but rather than going back to check on the local butcher they spoke to earlier they decide to go stake out the nearest meat processing plant instead.

As a result of problems like these, many people reach an erroneous conclusion: Mystery scenarios in RPGs are a bad idea. In a typical murder mystery, for example, the protagonist is a brilliant detective. The players are probably not brilliant detectives. Therefore, mysteries are impossible.

Or, as someone else once put it to me: “The players are not Sherlock Holmes.”

Although the conclusion is incorrect, there’s an element of truth in this. For example, in A Study in Scarlet, Sherlock Holmes is investigating the scene of a murder. He discovers a small pile of ashes in the corner of the room. He studies them carefully and is able to conclude that the ashes have come from a Trichinopoly cigar.

Now, let’s analyze how this relatively minor example of Holmesian deduction would play out at the game table:

(1) The players would need to successfully search the room.

(2) They would need to care enough about the ashes to examine them.

(3) They would need to succeed at a skill check to identify them.

(4) They would need to use that knowledge to reach the correct conclusion.

That’s four potential points of failure: The PCs could fail to search the room (either because the players don’t think to do it or because their skill checks were poor). The PCs could fail to examine the ashes (because they don’t think them important). The PCs could fail the skill check to identify them. The PCs could fail to make the correct deduction.

If correctly understanding this clue is, in fact, essential to the adventure proceeding — if, for example, the PCs need to go to the nearest specialty cigar shop and start asking questions — then the clue serves as chokepoint: Either the PCs understand the clue or the PCs slam into a wall.

Chokepoints in adventure design are always a big problem and need to be avoided, but we can see that when it comes to a mystery scenario the problem is much worse: Each clue is not just one chokepoint, it’s actually multiple chokepoints.

So the solution here is simple: Remove the chokepoints.

THE BREAD CRUMB TRAIL

GUMSHOE System - Robin D. LawsFor the GUMSHOE system (used in The Esoterrorists, Fear Itself, and The Trail of Cthulhu), Robin D. Laws decided to get rid of the concept of needing to find clues. In each “scene” of an investigation scenario, there is a “clue”. It’s automatically assumed that the investigators will find this clue.

This removes three of our four chokepoints, leaving only the necessity of using the clue to make the correct deduction (i.e., the deduction which moves you onto the next “scene” where the next clue can be imparted). And, in the case of the GUMSHOE system, even this step can be tackled mechanically (with the players committing points from their character’s skills to receive increasingly accurate “deductions” from the GM).

This is a mechanical solution to the problem. But while it may result in a game session which superficially follows the structure of a mystery story, I think it fails because it doesn’t particularly feel as if you’re playing a mystery.

Laws’ fundamental mistake, I think, is in assuming that a mystery story is fundamentally about following a “bread crumb trail” of clues. Here’s a quote from a design essay on the subject:

I’d argue, first of all, that these fears are misplaced, and arise from a fundamental misperception. The trail of clues, or bread crumb plot, is not the story, and does not constitute a pre-scripted experience. What the PCs choose to do, and how they interact with each other as they solve the mystery, is the story. As mentioned in The Esoterrorist rules, we saw this at work during playtest, as all of the groups had very different experiences of the sample scenario, as each GM and player combo riffed in their own unique ways off the situations it suggested.

But, in point of fact, this type of simplistic “A leads to B leads to C leads to D” plotting is not typical of the mystery genre. For a relatively simplistic counter-example, let’s return to Sherlock Holmes in A Study in Scarlet:

WATSON: “That seems simple enough,” said I; but how about the other man’s height?”

HOLMES: “Why, the height of a man, in nine cases out of ten, can be told from the length of his stride. It is a simple calculation enough, though there is no use my boring you with figures. I had this fellow’s stride both on the clay outside and on the dust within. Then I had a way of checking my calculation. When a man writes on a wall, his instinct leads him to write above the level of his own eyes. Now that writing was just over six feet from the ground. It was child’s play.”

This is just one small deduction in a much larger mystery, but you’ll note that Holmes has in fact gathered several clues, studied them, and then distilled a conclusion out of them. And this is, in fact, the typical structure of the mystery genre: The detective slowly gathers a body of evidence until, finally, a conclusion emerges. In the famous words of Holmes himself, “When you have eliminated the impossible, whatever remains, however improbable, must be the truth.”

What is true, however, is that in many cases it is necessary for many smaller deductions to be made in order for all of the evidence required to solve the mystery to be gathered. However, as the example from A Study in Scarlet demonstrates, even these smaller deductions can be based on a body of evidence and not just one clue in isolation.

This observation leads us, inexorably, to the solution we’ve been looking for.

THE THREE CLUE RULE

Whenever you’re designing a mystery scenario, you should invariably follow the Three Clue Rule:

For any conclusion you want the PCs to make, include at least three clues.

Why three? Because the PCs will probably miss the first; ignore the second; and misinterpret the third before making some incredible leap of logic that gets them where you wanted them to go all along.

I’m kidding, of course. But if you think of each clue as a plan (the PCs will find A, conclude B, and go to C), then when you have three clues you’ve not only got a plan — you’ve also got two backup plans. And when you realize that your plans never survive contact with the players, the need for those backup plans becomes clear.

In a best case scenario, of course, the players will find all three clues. There’s nothing wrong with that. They can use those clues to confirm their suspicions and reinforce their conclusions (just like Sherlock Holmes).

In a worst case scenario, they should be able to use at least one of these clues to reach the right conclusion and keep the adventure moving.

And here’s an important tip: There are no exceptions to the Three Clue Rule.

“But Justin!” I hear you say. “This clue is really obvious. There is no way the players won’t figure it out.”

In my experience, you’re probably wrong. For one thing, you’re the one designing the scenario. You already know what the solution to the mystery is. This makes it very difficult for you to objectively judge whether something is obvious or not.

And even if you’re right, so what? Having extra clues isn’t going to cause any problems. Why not be safe rather than sorry?

EXTENDING THE THREE CLUE RULE

If you think about it in a broader sense, the Three Clue Rule is actually a good idea to keep in mind when you’re designing any scenario.

Richard Garriott, the designer of the Ultima computer games and Tabula Rasa, once said that his job as a game designer was to make sure that at least one solution to a problem was possible without preventing the player from finding other solutions on their own. For example, if you find a locked door in an Ultima game then there will be a key for that door somewhere. But you could also hack your way through it; or pick the lock; or pull a cannon up to it and blow it away.

Deus Ex - Warren SpectorWarren Spector, who started working with Garriott on Ultima VI, would later go on to design Deus Ex. He follows the same design philosophy and speaks glowingly of the thrill he would get watching someone play his game and thinking, “Wait… is that going to work?”

When designing an adventure, I actually try to take this design philosophy one step further: For any given problem, I make sure there’s at least one solution and remain completely open to any solutions the players might come up with on their own.

But, for any chokepoint problem, I make sure there’s at least three solutions.

By a chokepoint, I mean any problem that must be solved in order for the adventure to continue.

For example, let’s say that there’s a secret door behind which is hidden some random but ultimately unimportant treasure. Finding the secret door is a problem, but it’s not a chokepoint, so I only need to come up with one solution. In D&D this solution is easy because it’s built right into the rules: The secret door can be found with a successful Search check.

But let’s say that, instead of some random treasure, there is something of absolutely vital importance behind that door. For the adventure to work, the PCs must find that secret door.

The secret door is now a chokepoint problem and so I’ll try to make sure that there are at least three solutions. The first solution remains the same: A successful Search check. To this we could add a note in a different location where a cultist is instructed to “hide the artifact behind the statue of Ra” (where the secret door is); a badly damaged journal written by the designer of the complex which refers to the door; a second secret door leading to the same location (this counts as a separate solution because it immediately introduces the possibility of a second Search check); a probable scenario in which the main villain will attempt to flee through the secret door; the ability to interrogate captured cultists; and so forth.

Once you identify a chokepoint like this, it actually becomes quite trivial to start adding solutions like this.

I’ve seen some GMs argue that this makes things “too easy”. But the reality is that alternative solutions like this tend to make the scenario more interesting, not less interesting. Look at our secret door, for example: Before we started adding alternative solutions, it was just a dice roll. Now it’s designed by a specific person; used by cultists; and potentially exploited as a get-away.

As you begin layering these Three Clue Rule techniques, you’ll find that your scenarios become even more robust. For example, let’s take a murder mystery in which the killer is a werewolf who seeks out his ex-lovers. We come up with three possible ways to identify the killer:

(1) Patrol the streets of the small town on the night of the full moon.

(2) Identify the victims as all being former lovers of the same man.

(3) Go to the local butcher shop where the killer works and find his confessions of nightmare and sin written in blood on the walls of the back room.

For each of these conclusions (he’s a werewolf; he’s a former lover; we should check out the butcher shop) we’ll need three clues.

HE’S A WEREWOLF: Tracks that turn from wolf paw prints to human footprints. Over-sized claw marks on the victims. One of the victims owned a handgun loaded with silver bullets.

HE’S A FORMER LOVER: Love letters written by the same guy. A diary written by one victim describing how he cheated on her with another victim. Pictures of the same guy either on the victims or kept in their houses somewhere.

CHECK OUT THE BUTCHER SHOP: A broken crate reading DANNER’S MEATS at one of the crime scenes. A note saying “meet me at the butcher shop” crumpled up and thrown in a wastepaper basket. A jotted entry saying “meet P at butcher shop” in the day planner of one of the victims.

And just like that you’ve created a scenario with nine different paths to success. And if you keep your mind open to the idea of “more clues are always better” as you’re designing the adventure, you’ll find even more opportunities. For example, how trivial would it be to drop a reference to the butcher shop into one of those love letters? Or to fill that diary with half-mad charcoal sketches of wolves?

The fun part of all this is, once you’ve given yourself permission to include lots of clues, you’ve given yourself the opportunity to include some really esoteric and subtle clues. If the players figure them out, then they’ll feel pretty awesome for having done so. If they don’t notice them or don’t understand them, that’s OK, too: You’ve got plenty of other clues for them to pursue (and once they do solve the mystery, they’ll really enjoy looking back at those esoteric clues and understanding what they meant).

COROLLARY: PERMISSIVE CLUE-FINDING

The maxim “more clues are always better” is an important one. There is a natural impulse when designing a mystery, I think, to hold back information. This is logical inclination: After all, a mystery is essentially defined by a lack of information. And there’s a difference between having lots of clues and having the murderer write his home address in blood on the wall.

But the desire to hold back information does more harm than good, I think. Whenever you hold back a piece of information, you are essentially closing off a path towards potential success. This goes back to Garriott’s advice: Unless there’s some reason why the door should be cannon-proof, the player should be rewarded for their clever thinking. Or, to put it another way: Just because you shouldn’t leave the key to a locked door laying on the floor in front of the door, it doesn’t mean that there shouldn’t be multiple ways to get past the locked door.

With that in mind, you should consciously open yourself to permissive clue-finding. By this I mean that, if the players come up with a clever approach to their investigation, you should be open to the idea of giving them useful information as a result.

Here’s another way of thinking about it: Don’t treat the list of clues you came up with during your prep time as a straitjacket. Instead, think of that prep work as your safety net.

I used to get really attached to a particularly clever solution when I would design it. I would emotionally invest in the idea of my players discovering this clever solution that I had designed. As a result, I would tend to veto other potential solutions the players came up with — after all, if those other solutions worked they would never discover the clever solution I had come up with.

Over time, I’ve learned that it’s actually a lot more fun when the players surprise me. It’s the same reason I avoid fudging dice rolls to preserve whatever dramatic conceit I came up with. As a result, I now tend to think of my predesigned solution as a worst case scenario — the safety net that snaps into place when my players fail to come up with anything more interesting.

In order to be open to permissive clue-finding you first have to understand the underlying situation. (Who is the werewolf? How did he kill this victim? Why did he kill them? When did he kill them?) Then embrace the unexpected ideas and approaches the PCs will have, and lean on the permissive side when deciding whether or not they can find a clue you had never thought about before.

COROLLARY: PROACTIVE CLUES

A.K.A. Bash Them On the Head With It.

Sometimes, despite your best efforts, the players will work themselves into a dead-end: They don’t know what the clues mean or they’re ignoring the clues or they’ve used the clues to reach an incorrect conclusion and are now heading in completely the wrong direction. (When I’m using the Three Clue Rule, I find this will most often happen when the PCs don’t realize that there’s actually a mystery that needs to be solved — not every mystery is as obvious as a dead body, after all.)

This is when having a backup plan is useful. The problem in this scenario is that the PCs are being too passive — either because they don’t have the information they need or because they’re using the information in the wrong way. The solution, therefore, is to have something active happen to them.

Raymond Chandler’s advice for this kind of impasse was, “Have a guy with a gun walk through the door.”

My typical fallback is in the same vein: The bad guy finds out they’re the ones investigating the crime and sends someone to kill them or bribe them.

Another good one is “somebody else dies”. Or, in a more general sense, “the next part of the bad guy’s plan happens”. This has the effect of proactively creating a new location or event for the PCs to interact with.

The idea with all of these, of course, is not simply “have something happen”. You specifically want to have the event give them a new clue (or, better yet, multiple clues) that they can follow up on.

In a worst case scenario, though, you can design a final “Get Out of Jail Free” card that you can use to bring the scenario to a satisfactory close no matter how badly the PCs get bolloxed up. For example, in our werewolf mystery — if the PCs get completely lost — you could simply have the werewolf show up and try to kill them (because he thinks they’re “getting too close”). This is usually less than satisfactory, but at least it gets you out of a bad situation. It’s the final backup when all other backups have failed.

COROLLARY: RED HERRINGS ARE OVERRATED

Red herrings are a classic element of the mystery genre: All the evidence points towards X, but it’s a red herring! The real murderer is Y!

When it comes to designing a scenario for an RPG, however, red herrings are overrated. I’m not going to go so far as to say that you should never use them, but I will go so far as to say that you should only use them with extreme caution.

There are two reasons for this:

Red HerringFirst, getting the players to make the deductions they’re supposed to make is hard enough. Throwing in a red herring just makes it all the harder. More importantly, however, once the players have reached a conclusion they’ll tend to latch onto it. It can be extremely difficult to convince them to let it go and re-assess the evidence. (One of the ways to make a red herring work is to make sure that there will be an absolutely incontrovertible refutation of it: For example, the murders continue even after the PCs arrest a suspect. Unfortunately, your concept of an “incontrovertible refutation” may hold just as much water as your concept of a “really obvious clue that cannot be missed.)

Second, there’s really no need for you to make up a red herring: The players are almost certainly going to take care of it for you. If you fill your adventure with nothing but clues pointing conclusively and decisively at the real killer, I can virtually guarantee you that the players will become suspicious of at least three other people before they figure out who’s really behind it all. They will become very attached to these suspicions and begin weaving complicated theories explaining how the evidence they have fits the suspect they want.

In other words, the big trick in designing a mystery scenario is to try to avoid a car wreck. Throwing red herrings into the mix is like boozing the players before putting them behind the wheel of the car.

COROLLARY: NOTHING IS FOOLPROOF

You’ve carefully laid out a scenario in which there are multiple paths to the solution with each step along each path supported by dozens of clues. You’ve even got a couple of proactive backup plans designed to get the PCs back on track if things should go awry.

Nothing could possibly go wrong!

… why do you even say things like that?

The truth is that you are either a mouse or a man and, sooner or later, your plans are going to go awry. When that happens, you’re going to want to be prepared for the possibility of spinning out new backup plans on the fly.

Here’s a quote from an excellent essay by Ben Robbins:

Normal weapons can’t kill the zombies. MicroMan doesn’t trust Captain Fury. The lake monster is really Old Man Wiggins in a rubber mask.

These are Revelations. They are things you want the players to find out so that they can make good choices or just understand what is going on in the game. Revelations advance the plot and make the game dramatically interesting. If the players don’t find them out (or don’t find them out at the right time) they can mess up your game.

I recommend this essay highly. It says pretty much everything I was planning to include in my discussion of this final corollary, so I’m not going to waste my time rephrasing something that’s already been written so well. Instead, I’ll satisfy myself by just quoting this piece of advice from it:

Write Your Revelations: Writing out your revelations ahead of time shows you how the game is going to flow. Once play starts things can get a little hectic – you may accidentally have the evil mastermind show up and deliver his ultimatum and stomp off again without remembering to drop that one key hint that leads the heroes to his base. If you’re lucky you recognize the omission and can backtrack. If you’re unlucky you don’t notice it at all, and you spend the rest of the game wondering why the players have such a different idea of what is going on than you do.

As we’ve discussed, one way to avoid this type of problem is to avoid having “one key hint” on which the adventure hinges. But the advice of “writing out your revelations ahead of time” is an excellent one. As Robbins says, this “should be a checklist or a trigger, not the whole explanation”.

What I recommend is listing each conclusion you want the players to reach. Under each conclusion, list every clue that might lead them to that conclusion. (This can also serve as a good design checklist to make sure you’ve got enough clues supporting every conclusion.) As the PCs receive the clues, check them off. (This lets you see, at a glance, if there are areas where the PCs are missing too many clues.)

Finally, listen carefully to what the players are saying to each other. When they’ve actually reached a particular conclusion, you can check the whole conclusion off your list. (Be careful not to check it off as soon as they consider it as a possibility. Only check it off once they’ve actually concluded that it’s true.)

If you see that too many clues for a conclusion are being missed, or that all the clues have been found but the players still haven’t figured it out, then you’ll know it’s probably time to start thinking about new clues that can be worked into the adventure.

THE FINAL WORD

Basically, what all of this boils down to is simple: Plan multiple paths to success. Encourage player ingenuity. Give yourself a failsafe.

And remember the Three Clue Rule:

For any conclusion you want the PCs to make, include at least three clues.

FURTHER READING
Don’t Prep Plots
Using Revelation Lists
Making Clues
Running Mysteries
Node-Based Scenario Design
Gamemastery 101

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