April 15, 2024

3 Approaches to Mysteries

3 Approaches to Mysteries
3 Approaches to Mysteries
Hello, Adventurers!
3 Approaches to Mysteries

In this episode of Hello Adventurers, hosts Jason Portizo, Joe McCall, and Jim Crocker discuss strategies for running mystery campaigns in Dungeons and Dragons. They tackle the challenges posed by D&D's pass-fail system for whodunits and explore...

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In this episode of Hello Adventurers, hosts Jason Portizo, Joe McCall, and Jim Crocker discuss strategies for running mystery campaigns in Dungeons and Dragons. They tackle the challenges posed by D&D's pass-fail system for whodunits and explore three main approaches for game masters to construct engaging mysteries: 'The Pool of Clues' method, involving a fixed set of suspects and clues without pre-determining the culprit; 'The Emergent Solution', which encourages players to come up with their own solutions based on clues given, making the game highly interactive and player-driven; and 'Core Clues, Fixed Solution', a more traditional approach where the DM decides on the outcome but allows the players to discover it through gathering clues.

The episode also touches on considerations for magic and divination in mystery settings, the importance of balancing clue distribution and engaging players in the investigative process, and navigating the challenges of high-level play where characters have access to complex problem-solving resources. The hosts share resources and pre-made games that incorporate mystery elements effectively, inviting listeners to engage further by sharing their mystery game experiences.

Tell us about your favorite mysteries helloadventurerspodcast@gmail.com or send us a voicemail to helloadventurerspodcast.com/voice

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Hello, Adventures, the podcast for
role players and game masters to help level

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of your game. We are your
aventuremasters. Jason Platina, I'm Joe McCall

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and Jim Crocker. So today,
Jim, you left me a cryptic message

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on what we're going to do today, and I think we should all band

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together and figure out what it is
you want to talk about. Yes,

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yeah, yeah, I when you
were asking for topics here, when you're

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asking for topics, I wanted to
talk about a thing that there's different approaches

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for, but that I see a
lot of new dms asking about, and

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even some experience dms, and that's
how to run mysteries in their D and

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D games. Because of the way
D and d's past fail resolution system works,

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it's not necessarily great at running who
done It's and you've got to kind

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of tweak things a little bit to
make them work. I have got a

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couple of questions that you can ask
about the kinds of mysteries that you can

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run, and then three different approaches
for how you might put together an interesting

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mystery over a session or a couple
of sessions. That's great. All the

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all the advice I've seen on running
mysteries in D and D as can be

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summed up in one word, don't
yeah, or at least at least band

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zone of truth. Yeah. And
that's the thing that we're going to talk

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about, is is diven and in
particular divination and how you handle some of

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those things that that that you can
that might feel like ways around that you

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know, you're like you're flying and
your dimension, doors and all this kind

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of stuff that that that might pose
barriers to that. And I've got some

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approaches to that, and you know, ways that we can think about how

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we might use those or you know, put some boundaries around them and make

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them interesting, make them tools that
help you solve the mystery, as opposed

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to you know, shortcuts that allow
you to skip the mystery entirely and get

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straight to the solution. Awesome,
let's let's get straight to the solution then,

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all right. So I think the
first thing that we want to do

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is decide if in this mystery,
when we watch mystery shows on TV,

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when we watch procedurals. There are
two kinds of procedurals, and one is

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what we might think of as as
a who done it right, as an

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Agatha Christie, where we're not sure
who committed the murder, and we're trying

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to figure it out and piece that
together and gather clues and stuff like that.

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And that's you know, where you
get your like your knives out,

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your glass onions and stuff like that. Murder, she wrote, murder,

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she wrote maybe murder, she wrote
yeah. Yeah. But the other kind

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of show that we get is something
like the sent Natasha Leone, the one

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from Natasha Leon series poker Face,
where at the beginning of the show you

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see the crime happen. You know
what the crime is, you know who

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did it, but the challenge is
to prove that they did it right.

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So we might call something like that
like a how done it right? Or

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you know or but but the challenge
there is not that we have no idea

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who committed the crime. It's putting
together the evidence to prove who did it

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and get them put away or you
know, arrested, or essentially you know

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that the you know, maybe that
the mayor of the city or the head

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of the thieves guild gives you the
go ahead to go after that person,

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right, and you can do either
of those. And I think the advice

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I'm going to give for these three
different approaches that you can take. And

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it's not to say that these three
approaches are exhaustive, but they are the

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ones that I tend to use if
I want to get this kind of story

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across. It's what I look to. You can kind of use that for

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either of those approaches. So let's
start. I've got three methods here,

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and I've kind of given them names, but well we'll talk about what the

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what that looks like. The first
one is what I call the pool of

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clues, the pool of suspects,
where the solution is confined to a certain

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number of suspects, but as the
DM, you don't decide in advance who's

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guilty right or what their method was. So maybe you put together you have

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half a dozen possible suspects that you
present to the party, and you say,

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you know it can be this guy
who is you know, we've got

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a victim here. So this is
like your knives out approach, right where

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you've got these this group of suspects
and you know that one of them did

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it, but you're not sure which
one, and the goal is to go

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around and figure out together enough evidence
to prove that it was one of those

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people that did it, So in
this case, you might introduce four,

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five, six subjects. One of
the things that's really good with this is

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you introduce enough suspects to match the
number of party members that you've got,

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right, So if they want to
split up, you can have each one

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go investigate one of these suspects,
if you want to do that. And

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then you put together a pool of
clues, and you want to make that

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like maybe three times the number of
suspects you've got, right, if you've

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got five suspects, maybe come up
with fifteen clues or something like that.

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And you make these clues fairly general, but that point to something to do

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with the victim. You know,
if the victim is like a wealthy smuggler,

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right, maybe one of the clues
is a list of contraband deliveries.

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Maybe one of the clues is a
counterfeit custom stamp, right. Another one

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might be if you've decided he's poisoned, then you know a mortar and pestle

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with a deadly night shade crushed in
it or something like that. But what

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you want to do is make sure
that you kind of distribute these clues around.

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You encourage the players to interact with
the locations of the mystery, places

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where you know, the actual scene
of the crime and other places where people

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might have been, and with these
suspects, and you want to make sure

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they create a situation like you would
in a good mystery novel, where all

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of these suspects have reason to be
guilty, all of them have means,

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motive and opportunity, and then it's
sorting out who was responsible and what you

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did. And so then what you
do is you kind of put the players

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in contact with these suspects in these
locations and have them make appropriate skill checks

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to gather information. If they are
roughing somebody up, you can roll intimidate,

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if you know, I mean literally, you could have the good cop

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roll persuasion and the bad cop roll
intimidate, right, and success in that

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produces one of those clues. And
you can also have clues that say something

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like a suspect admits to being there
the night of the murder or something like

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that, right, And then you
can attach that to whichever those suspects you

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want, And then you decide on
the number of clues that they have to

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gather. You know, maybe it's
two per player character, right, that

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gives them the opportunity to go around
and do different stuff. And once they've

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collected that, you know, that
number of clues, then you say,

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okay, you guys, put your
heads together and do the detective thing where

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you go, well, this clue
means that, and that means that,

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and that points to him and this
this was a red herring. You know,

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that doesn't mean anything. And then
once you've gathered that number of clues,

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you tell me who you've decided the
suspect is based on this information,

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and you're correct, that's who did
it? Is murder on the Orient Express.

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It was all of them, yes, spoilers well or yeah, but

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but I mean and and like you
know, I have heard objections to the

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idea that, like you know,
this is just the quantum ogre thing where

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you don't know what's going on.
But it's what you've done is it's not

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like it could be anybody, right, you know, it's this defined group

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of suspects and you're narrowing down.
You know, this is like actual police

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work, right, But all you're
doing is you're imposing this you know,

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this structure, this framework on it. And Jason, you know, when

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you start asking about like zona truth
or divination or something like that. What

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you're going to say is, look, you can get information using those spells,

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but what that will do is that
will produce a clue. There's no

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single action you can take that will
shortcut this process, right, you know?

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But yeah, you know, and
you know, all zona truth tells

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you is that someone is lying,
not what they're lying about. And that's

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why I go back to that at
that Poker Face show where the fun thing

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about that and if you get the
chance to watch this show's amazing. But

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Natasha Leone's character has a like,
basically a bullshit detector. And we'll see

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a crime play out at the beginning
of the show and she'll be somehow kind

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of on the periphery of it.
You know, somebody gets murdered in a

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bar. She's working there as a
cocktail waitress, right, and she'll you

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know, and then we'll see how
she's connected to that character, and she'll

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kind of move around through the people
that might be responsible and someone will say

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something she'll go bullshit and she goes
like, he's lying about that, but

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I don't know why, right,
but he's lying, right, And then

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the show is about her figuring that
out and making those connections and things like

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that, and you could do that
same thing in your D and D game.

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That was a common thing in the
If you've played the Phoenix Right games,

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if you have Fantastic games, they
were originally on the Attendo ds.

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They were remastered on the Switch.
It's like twenty or thirty bucks for the

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whole trilogy and the If you like
like mystery games, it's it's it's hard

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to sell a game where you're playing
a lawyer as the hero, which is

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just feels weird. But you know, in a game in a genre where

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you're you can play as like,
you know, fantasy creatures and you can

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blow things up. You get the
biggest guns in the world. I'm gonna

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play a lawyer today. But they
are amazing games. The stories are fantastic.

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Even if you just like watch a
playthrough on YouTube. I'm a big

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game Grumps fan. They have an
excellent play through with that at the time

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of this recording, and they're in
the middle of and it's just hysterical to

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watch them play it. But there
is there's something to like interviewing someone and

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long story short, there's a mechanic
in the game where you can tell if

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somebody has like a secret to hide
and you have to drag that out of

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them, and it's not always for
guilt, In fact, very rarely is

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a for guilt, but they have
they just have their reasons to not be

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telling the full truth about this thing
at that time, whether it implicates them

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as being somewhere they shouldn't be.
Yeah, my wife didn't know that I

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was there, and they're putting something
as simple as that, or it's like

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someone's just embarrassment. I'm trying to
think of a really good I feel like

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modern but modern mysteries do that a
lot, right. It made you think

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somebody is really guilty, and then
you find out, well, they just

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cheated on their test or or they
were right their wife didn't know where they

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were. It's called a red herring, right, And it is one of

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the oldest tricks in the book literary
devices, the same thing literal device is

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literally a trick in the book.
Cannot be any more literal with the trick

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in the book. Oh god,
I hate that it made that joke.

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So but yeah, the the lying
for for a reason that is not because

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you're guilty is going to be key
here. Yeah, the other game that

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that used to play big the the
I think underrated rock Star game La Noir.

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I love that game. I was
just thinking about l A Noir the

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other day and a lot of that
thing. We have PlayStation now and I

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can't doubt. Yeah, Hello Adventurers, just stepping in here to remind you

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guys that we're actively looking for submissions
for our Hello DMS episode that gets reported

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every month. Send us your burning
D and D questions to Helloadventurers podcast at

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gmail dot com, or send us
a voicemail by visiting helloadventurers podcast dot com

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slash voice. Don't forget to begin
your message with Hello DMS. You can't

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00:12:26.159 --> 00:12:28.799
wait to get your questions and talk
about them on the show. Send us

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00:12:28.840 --> 00:12:33.200
your questions today. That's Helloadventurers podcast
at gmail dot com, poorly the voice

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00:12:33.440 --> 00:12:37.720
at helloadventurers podcast dot com slash voice. Now let's get back to the show.

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So the second approach that I have
here is kind of a variant on

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the first, but I'm going to
it's what I call the emergent solution.

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And in that case, you don't
have to have a pool of suspects.

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You can just present it to the
players and give them a number of clues

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they got to figure out and leave
it in the hands of the players.

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Right, you just say to them, who do you suspect of this?

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Give me, give me the three
people you suspect of this, the three

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NPCs, or we can make up
somebody new that you know that you want

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to do this. And when they
find those clues, rather than having like

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a pool of specific clues they pull
from, you can say, okay,

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what's a clue that points at the
suspect you think did it? And you

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know, just put that bit of
the world building and the mystery construction in

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their hands and again decide how many
clues they have to collect before they can

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then prove that the person that they
want to pin it on actually did it.

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Now, this requires a lot of
trust right at the table. It

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requires that, as the DM,
you trust that the players are going to

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be reasonable about it. They're going
to do something interesting narratively, and this

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is a lot closer to the kind
of thing you might do and some of

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those like indie sty games that I'm
fond of. Right, you know,

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then then the much more kind of
procedural things of D and D that you're

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used to, and the other thing
that you can do with the with the

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emergent solution is you can decide,
regardless of what you do, you get

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a clue. And this is going
to kind of kind of go into my

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third approach, which borrows something from
a system called the gum shoe that some

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of you may be familiar with.
You can decide that you know, if

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you go somewhere or you talk to
somebody, you're going to get a clue.

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But the dice, the role that
you make for your skill check determines

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what's the cost of getting the clue, not necessarily do you get the clue

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or not, because at some at
some point it might be you know,

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it might just be not interesting to
just fail to find something. But certainly,

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you know, if failing to find
something means you know, if you

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find it but then you get in
but then that triggers a fight, or

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you know, you find it but
then that closes that area off to you

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or something. You can decide whether
that's going to work there. But you

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can make it completely open ended if
you want to, Like I said,

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if you trust the players and they're
creative and they're sufficiently interested in that,

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this is definitely a thing where you
know, if you have the kind of

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players that are like, we don't
want to do that much work, why

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are you laying this on us?
You're the dungeon master. You're supposed to

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come up with this stuff. This
approach is not going to work, and

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that's okay. It's not going to
work at every table, sure, but

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that absolutely is a way that you
can do a really interesting mystery that if

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you have the right kind of players, they'll be super engaged and involved because

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they're coming up with it as you
go and as you play through. So

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the third approach that I've got here
is what I call core clues fixed solution,

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Right, So this is where you
decide, you know exactly who you

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want to be responsible for it,
where as the DM you need it to

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be, you know, the comptroller
for the city that's been embezzling. But

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the interesting thing is how are they
going to figure this out? And in

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this case, essentially what the And
this is true of any RPG mystery,

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which is the clue gathering the investigative
process is acting as a timer and a

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narrative device that leads to the climax
of that story. Right of confronting whomever

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is responsible of sicking the cops on
them whatever it is that you're going to

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be doing in the story. But
it's always a timer that leads to that.

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And in this case, the clues
are there. You know what the

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clues are. You don't necessarily have
to have them in specific places. But

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again, whenever they go somewhere,
they're going to find a clue. And

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when you put all those clues together, they conclusively point to this person that

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you want. But again you're imposing
this structure that says you have to have

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at least x number of clues before
you can go to the magistrate and say

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this person did it, We can
prove it, and so we're going to

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go after them. And again that
requires a little bit of, you know,

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willingness on the part of the players
to have this system imposed on them.

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But if you're going to do a
mystery and you want it to be

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interesting and give everybody a chance to
use their different skills, you've got to

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set up a thing where you impose
on the structure the idea that they can't

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just shortcut it by using speak with
dead, by talking to the corpse to

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say, you know who killed you? And they go, is that guy

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there there we go. Mystery solved. And you definitely want to make sure

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that if you know that your players
have access to those abilities, that you've

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got like a reasonable way that they
can use it and get something effective but

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not shortcut the adventure. And the
best way to do that, of course,

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is to you know, you can
write in your notes if they you

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speak with dead on the corpse,
the corpse will tell them, well,

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I got stabbed eighteen times in the
back, and so you know that it's

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somebody that you know, or or
it was a single expert, you know,

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stab between the ribs and and and
I barely felt it before I was

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dead, So you know that clue
is that you know they were shanked by

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an expert or something like that.
I was going to suggest something a little

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more cryptic, whereas like, you
know, they could use a nickname that

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could apply to several people. There's
a lot of there's a lot of there's

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a lot of room for messing with
any of these structures, I think.

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And yeah, like I always liked
the idea of almost like you're giving clues

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to who it's going to be,
but you haven't necessarily introduced that character yet.

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Yeah, but so so funny enough
though, in just us talking about

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mysteries and probably the last the third, the third way to do a mystery

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that that Jim you were talking about
brought up something that I remember one from

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Sly Flourish that we talked about I
think a week ago, a couple of

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episodes ago. Yeah, we talked
about a couple of episodes ago. I'm

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gonna try to think that was the
last episode that we had talked about Slide

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Flourished. One of the things I
know he talks about a lot is mysteries.

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And I remember an article that I
actually just pulled up from the Alexandrian

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dot net that I'd found when researching
for a different way to do a Baldersgate

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Avernus adventure from from Watson to send
to Aurness the other then I had found

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the three clue rule. So yeah, you know about this, Jim,

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Like, essentially, for any clue
that you want to give a player,

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you have to have three that lead
to that clue that leads you to the

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next clue essentially, And like the
three is like the minimum. Really you

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might even want to have four or
five sure, because every time, like

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if you leave a clue then you're
like, my players are going to get

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this, They're not. They need
like three times the reinforcement essentially. Yeah,

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And this is also one of those
places where if you're running a mystery,

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one of the challenges and one of
the things, like you said that

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that can stemy DMS is what it
means to give the players, like and

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I'm gonna use scarequ's here a clue, right, And people's brains don't work

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the same way. And if and
you know, and certainly one of the

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other things you can do is if
you want a structure that leads players from

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one location to another location, to
another location to another location, and you

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just want to structure it that way, where it's you start at the docks,

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you go to the you know,
you you start at the docks,

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you go to the merchant quarter,
you go to the you know, the

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nobles townhouse, and you end up
at the magistrate. Then the clue can

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be, you know, you find
a perfumed letter which tells you the next

283
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place you need to go is the
merchant's quarter. You know, rather than

284
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like being subtle about it and having
them figured out, just go ahead and

285
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give them that information, tell them
where they're going next step out of care

286
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you know, you know whatever,
meta game a little bit. And that's

287
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totally fine because that's you know,
that keeps the game moving. That's the

288
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process. Tell them. Don't just
tell them what the clue is. Tell

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them what the clue means, because
as experienced adventures, they would be able

290
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to figure that out. My wizard
has a twenty intelligence, I do not

291
00:21:19.279 --> 00:21:26.000
sure. So you know, him
seeing you know whatever, like like some

292
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kind of alchemical code written on a
you know, on a piece of parchment,

293
00:21:30.200 --> 00:21:33.799
is going to tell him exactly where
to go. That is a player

294
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I might be going, Yeah,
I don't remember eight sessions ago when you

295
00:21:37.279 --> 00:21:41.720
described me seeing a paper like that
on the wall in the potion shop.

296
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Right. So so that's where there's
a couple of things with that, right.

297
00:21:45.640 --> 00:21:52.200
So One is when I'm recapping a
session, I am not. Sometimes

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what I'll do is I'll make sure
to mention those important pieces of information.

299
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Yeah, lipshade right on it.
Not unlike you know when you're watching a

300
00:22:02.079 --> 00:22:06.519
show and like something like three episodes
ago, like it's like three right right

301
00:22:06.559 --> 00:22:07.960
previously now, and you're like that
happened a while ago. Oh, we're

302
00:22:08.000 --> 00:22:14.400
going to get something about that,
like a classic classic cartoon cartoon TV.

303
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Yeah, especially mysteries. I feel
like that, like if it's if it's

304
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like a season long payoff for something, they are going to show you something

305
00:22:22.480 --> 00:22:26.680
from the first or second episode of
that season. If there's going to be

306
00:22:26.680 --> 00:22:30.880
a payoff for this episode, Yeah, exactly. And I feel like I've

307
00:22:30.880 --> 00:22:34.519
seen it, especially in like Game
of Thrones, where they like they previously

308
00:22:34.559 --> 00:22:37.359
on, they show you and you're
like, oh, they're going to talk

309
00:22:37.359 --> 00:22:40.680
about this now, sure, Okay, they're going to catch us back up

310
00:22:40.759 --> 00:22:45.960
with with this person or that thing. One two is essentially when I give

311
00:22:45.079 --> 00:22:51.279
clues to my players ear Muff Jason, I give cluse somebody players, I'll

312
00:22:51.400 --> 00:22:53.680
escalate them, right, So the
first one might be like a real clue,

313
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the second one's like a little clue
with like a little nudge to it,

314
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and then the third one is what
you're saying, like, and this

315
00:23:00.680 --> 00:23:07.240
one is a perfumed letter, like
addressed from there's a return dress. Somewhere

316
00:23:07.240 --> 00:23:15.680
around clue seven or eight, we'll
start figuring out. Yeah. I was

317
00:23:15.720 --> 00:23:19.480
like, yeah, no you won't, but yeah, you kind of you.

318
00:23:21.359 --> 00:23:25.359
And I think that's where you have
to kind of gauge things as a

319
00:23:25.440 --> 00:23:27.359
d M and just say, Okay, they're never going to get for your

320
00:23:27.440 --> 00:23:30.319
knife. For your knife, clue
you find a paper in your back in

321
00:23:30.359 --> 00:23:36.279
their back pocket that says, go
to the bath house. Guys, what

322
00:23:36.359 --> 00:23:41.640
could this guys? What could this
mean? One of the other things that

323
00:23:41.680 --> 00:23:45.480
we want to keep in mind here
is that the higher level the characters get,

324
00:23:45.759 --> 00:23:51.039
the more resources they have and the
more ability they have to get around

325
00:23:51.240 --> 00:23:55.400
traditional methods of investigation. Right,
So this is something that I think is

326
00:23:55.440 --> 00:23:59.440
typically you're going to want to do
this in the you know, mostly in

327
00:23:59.480 --> 00:24:03.960
the lower lene levels. Once they
start you know, fighting demons and stuff

328
00:24:03.960 --> 00:24:07.519
like that, they've got more interesting
things to do than solve murders. So

329
00:24:07.599 --> 00:24:10.440
this is going to be relatively low
level, like kind of load to mid

330
00:24:10.519 --> 00:24:12.359
level that you're going to be engaging
this sort of stuff. But one of

331
00:24:12.359 --> 00:24:18.640
the things that this that this can
do is it can get into talking about

332
00:24:18.799 --> 00:24:22.960
because for the most part, if
you're going to have these kinds of investigations,

333
00:24:23.480 --> 00:24:27.400
typically they're going to happen in some
kind of an urban setting. This

334
00:24:27.440 --> 00:24:32.000
is where you can start to get
into if you have players that are interested

335
00:24:32.039 --> 00:24:33.599
in this kind of thing, if
you as a DM or interested in this

336
00:24:33.720 --> 00:24:40.000
kind of thing. How does the
law work regarding stuff like this? Regarding

337
00:24:40.039 --> 00:24:44.880
divination spells? You know, if
you go into you know, do they

338
00:24:45.039 --> 00:24:49.319
use zone of truth in the courts
or are the gods like no, that's

339
00:24:49.400 --> 00:24:52.240
reserved for like we're not going to
do that in service to the state.

340
00:24:52.599 --> 00:24:57.240
But that's nonsense, you know,
is divination Like do you have to be

341
00:24:57.279 --> 00:25:03.119
a licensed diviner of something? Find? You have almost for a court to

342
00:25:03.160 --> 00:25:07.720
accept what you found as evidence like
that, Yeah, I was gonna say

343
00:25:07.720 --> 00:25:11.119
something being illegal has never stopped any
of my party. But it won't be

344
00:25:11.960 --> 00:25:17.160
Essentially, it won't be admissible because
exactly you didn't. You didn't you didn't

345
00:25:17.240 --> 00:25:22.319
follow protocol in using that you had
to have not unlike you know our laws

346
00:25:22.319 --> 00:25:26.039
here that like just because you find
something like well, did you have probable

347
00:25:26.119 --> 00:25:29.880
cause? Did you have a warrant
or anything else? Because if you didn't,

348
00:25:29.920 --> 00:25:33.240
then it's inadmissible. You cannot use
it, and they're they're free to

349
00:25:33.279 --> 00:25:36.920
go. And that's now you're you
just let a murderer off the hook and

350
00:25:36.960 --> 00:25:41.039
now you can And one of the
wonderful things about the fact that you're designing

351
00:25:41.039 --> 00:25:48.359
a fantasy legal system is you can
peeback you know, the way that fantasy

352
00:25:48.440 --> 00:25:52.240
legal system works on the mechanics that
you're imposing on that. So if you're

353
00:25:52.279 --> 00:25:57.319
like, okay, you need to
find seven clues before you can definitively point

354
00:25:57.319 --> 00:26:00.680
to a suspect, and then we
moved to the part where you take them

355
00:26:00.720 --> 00:26:04.160
down. You know, the law
of that city is you must present seven

356
00:26:04.279 --> 00:26:08.599
pieces of evidence before you know,
we will you know, sign the writ

357
00:26:08.640 --> 00:26:15.119
that authorizes you to, you know, pursue this this important citizen for whatever

358
00:26:15.160 --> 00:26:18.240
crime. The rule of seven exactly
there. That sounds like at quest,

359
00:26:18.880 --> 00:26:25.960
he said, those are the approaches
that I typically use. I'm a big

360
00:26:26.000 --> 00:26:29.200
fan of that first one of that
that pool of clues, pool of suspects,

361
00:26:29.480 --> 00:26:33.720
but kind of constrains the field of
play. It gives them specific directions

362
00:26:33.759 --> 00:26:37.640
to look at, but means everybody
gets a chance to do something interesting.

363
00:26:37.720 --> 00:26:42.480
You get to introduce some NPCs,
and those NPCs that you introduce the suspects,

364
00:26:42.519 --> 00:26:45.759
the ones that turn out not to
be guilty, they can become part

365
00:26:45.799 --> 00:26:51.480
of the campaign as well. And
I really like two that like there's a

366
00:26:51.519 --> 00:26:56.160
time limit on that that can that
doesn't like it doesn't have to be a

367
00:26:56.200 --> 00:26:59.640
set time limit either, because there's
no saying that. Essentially, if your

368
00:26:59.640 --> 00:27:02.759
player go down a rabbit hole and
they're really focused on that one person,

369
00:27:02.839 --> 00:27:06.200
like like you know, you got
to get going home, like yeah,

370
00:27:06.319 --> 00:27:10.640
no, you got it, let's
go yep. And it's a thing that

371
00:27:10.720 --> 00:27:15.480
also allows you to sidetrack in the
middle of it, right. So,

372
00:27:15.480 --> 00:27:18.079
so you know, if if you
find four out of the seven clues,

373
00:27:18.839 --> 00:27:22.359
but then you realize that there's this
whole smuggling ring that you want to break

374
00:27:22.400 --> 00:27:26.559
up, you can take a couple
of adventures, you know, a couple

375
00:27:26.599 --> 00:27:29.920
of sessions, go off the side, have them bust up that smuggling ring,

376
00:27:30.240 --> 00:27:32.839
and when they come back, they've
still got four out of seven clues,

377
00:27:33.039 --> 00:27:34.559
right, and they can just pick
right back up and you know,

378
00:27:34.640 --> 00:27:38.519
and proceed with it from there.
Yeah. So I guess the first question

379
00:27:38.519 --> 00:27:41.319
that you ask is this a who
done it? Where you're trying to figure

380
00:27:41.319 --> 00:27:45.480
out who's responsible for it? Or
is it what we might call a what

381
00:27:45.680 --> 00:27:49.279
done it? Where you know,
maybe is the DM you know, you

382
00:27:49.400 --> 00:27:53.039
do a scene where everybody says what
it is? Maybe the villain even sends

383
00:27:53.079 --> 00:27:57.400
you a letter saying wah, I
did this, but you'll never prove it,

384
00:27:57.480 --> 00:28:02.200
fools, Oh like Professor Moore,
Yes, yeah, exactly that kind

385
00:28:02.240 --> 00:28:03.359
of thing. You can totally do
that. So I know, I love

386
00:28:03.559 --> 00:28:07.200
I love all of Jim's big bats, and they're just selling eighties cartoon villains.

387
00:28:07.240 --> 00:28:12.720
Just the guy from Bullwinkle at the
top, slightly relash. I'm a

388
00:28:12.799 --> 00:28:18.440
dude of a certain age, my
friend. So absolutely, But determine whether

389
00:28:18.440 --> 00:28:19.680
it's a who done it or what
done it? That's the first thing you

390
00:28:19.720 --> 00:28:22.599
do. You know, what is
it that the players are trying to figure

391
00:28:22.599 --> 00:28:27.079
out? And then put one of
those structures over it to make sure that

392
00:28:27.160 --> 00:28:30.559
you get a compelling story, a
compelling narrative that gives everybody a chance to

393
00:28:30.640 --> 00:28:36.640
use their various different skills to get
at the true And we've got our our

394
00:28:36.680 --> 00:28:41.519
pool of suspects approach, we've got
our emergent solution approach, where you just

395
00:28:41.559 --> 00:28:44.359
put it all in the hands of
the players. They but they just need

396
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to, you know, come up
with a certain number of successful tests in

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order to do that, something like
you know, a version of sort of

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the old fourth Edition Skill Challenge,
right, we kind of kind of make

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that into our mystery and the third
approach is something similar to what we might

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have in the gumshoe system. You've
got core clues, and those clues are

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00:29:02.759 --> 00:29:07.480
always going to get found, and
they're always going to lead to your you

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00:29:07.519 --> 00:29:11.160
know, your preferred solution that you've
said in advance, but they just need

403
00:29:11.200 --> 00:29:14.880
to find a certain number of them
before they can actually act on that solution.

404
00:29:15.160 --> 00:29:17.559
But it will always lead them to
where you want to go. And

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00:29:17.640 --> 00:29:19.839
those are three approaches to mysteries.
And I would love to hear if anybody

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else has had success with trying to
do it differently, love to hear about

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00:29:23.200 --> 00:29:27.160
that. You can tell us about
your attempts in a mystery, hopefully successful

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00:29:27.200 --> 00:29:30.599
attempts if you've gathered enough clues.
Tell us about your mystery games. That's

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00:29:30.599 --> 00:29:36.400
Hello Adventurers podcast at gmail dot com
or tell us yourself helloadventures podcast dot com,

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slash Voice. There's a couple of
cool pre made games that that I've

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used that or that that are great
mysteries. I've brought up d M.

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00:29:45.359 --> 00:29:48.279
Dave a lot. He has one
called Doppelganger City that is very much a

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00:29:48.279 --> 00:29:52.759
a who Done It? That uses
they use the doppelgangers in shape Shifters and

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00:29:52.799 --> 00:29:56.599
like, it's a pretty cool approach
to not even knowing who the characters even

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00:29:56.640 --> 00:30:00.720
really are yet, which as a
whole in different way or two is that's

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a very fun one. And of
course this cant keep mysteries, which is

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a compilation of one shots that do
internect with each other, and there is

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an overarching mystery to that. Cool. So if you want to see how

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it's how someone else already did it, start there and see how it goes.

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But I think that's all we got. Anything else, no, great,

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00:30:17.880 --> 00:30:18.960
thank you, yeah, so,
thank you so much for listening to

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Hello Adventurers. We're your hosts Jason
Portiso, Jim Crocker, Andrew McCall,

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00:30:22.960 --> 00:30:27.359
Produser editor Engineer Jason Portiso. Music
by Nixt Starrier, artwork by Kristen Broderick.

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00:30:27.519 --> 00:30:30.640
You can reach out to us with
any feedback for suggestions by emailing Hello

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00:30:30.680 --> 00:30:36.240
Adventurers podcast at gmail dot com.
Hello Adventures is a JTP audio production.

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00:30:37.000 --> 00:30:38.880
Goodbye Adventurers always is it Crue