Wednesday, April 27, 2016
Keen Detective Funnies v. 2 #3 - Part 1
One, I love a Hideouts & Hoodlums scenario with some mystery to it, because that can challenge a player no matter what level their Hero is. Coming up with a good mystery can be as simple as coming up with a provocative question -- like, why would an old man walk 50 miles if he has three horses?" -- then coming up with an answer, and plot out two or more routes by which the players could arrive at that conclusion (with appropriate clues on each route). Your players may stump you by coming up with additional routes you hadn't considered (my players were coming up with all kinds of ways to track down a business owner I hadn't considered last Monday night), but the more routes you planned, the more you might be able to cobble together something from parts of those other routes.
Two, don't make it too hard to figure out what a clue is. Unless the Heroes have ready access to a forensics lab, just let them guess those are bone shards mixed in with the tree needles, don't make them wait to have them analyzed if that's going to just needlessly slow down the story.
And my third point would be that I'm thinking again about making snipers a mobster-type. They don't seem to be any better than ordinary mobsters at hitting Heroes, but they are extra good at remaining in hiding while shooting at range, and (in other stories, not here) seem to have a really good chance of shooting their own allies just before they can talk to the Heroes.
Being able to identify poisons makes a case for the Scientist class (found in Supplement III) being kept around. Though, as of now, it's looking like it will not be in the 2nd ed. basic book.
Taking antidotes before going into a hideout does seem like a really good precaution. If my players ever think of that, I'll probably give them a +4 bonus to saving throws vs. poison while in the hideout.
I'm heavily favoring giving all Heroes a chance at ventriloquism (maybe a 1 in 6 chance). So, take that, Dean Denton -- you're not so special now, are ya?
If Dean's player was trying to get me to "monolog" for the henchmen to give stuff away -- unless I did want him to know what those things that look suspiciously like voting booths are -- I might make him roll his own encounter reaction check to see if they feel like telling him.
And lastly, I'm wondering what that mirror trap is going to be...