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10.
Chekovs Gun- If theres a gun on the wall
in Chapter 1, it needs to be fired at some point in
the story. Youve got a lot on your plate.
Foreshadow is fine, but keep your investigation
fairly streamlined and don't introduce too much
extraneous detail into your game. Your players
are going to be muddled as all hell as is if youre
doing your job right. Extraneous details that need
to be paid attention to are functionally equivalent
in-session to dead ends. Thus this sort of ties into
dead ends and DEM above.
11.
Set Pieces- Once per investigation you
should try to do something novel or even
gimmicky. Ive had the players design strike
missions based off of an orbital map, or played a
round of high-stakes cards, or any number of
other things that tie into the story. Its a big break
from the investigation and gives players
something novel to remember about the story. If
you cant think of anything, dont worry about it
too much. Its cool to do but not vital.
12.
Three Acts- Generally, plan for your
investigation to consist of three acts. The first act
is resolving the goal presented in the initial hook.
At the end of this act you should have an idea
that there is an agenda and a conspirator out
there. Act two consists of tracking down and
learning of this conspirator. You can use another
evidence chain to great effect here, especially if
you turn up the non-linear clues at this point. Let
them form an idea of the mastermind by creating
a silhouette of clues. By the end of act two they
should have an idea of who they are up against.
Act three is thusly the confrontation of the
conspirator and can be again another
investigation to find out where the enemy is or
just a big blow out combat orgy. Your players will
probably be ready for it.
13.
The next step- Is that it? Is there another
conspiracy that this links into? Every now and
again I like to foreshadow/introduce crossconspiracies into my storyline. The players make
a note of it and say when were done here we
need to look into this and that moves organically
to the next linked story. Otherwise, consider a
good epilogue. The conspiracy crumbled, the bad
guys served out justice, the players praised for
their diligence and quick wit. Either way, aim for
an air of accomplishment and resolution at the
end of your third act. The occasional
disappointment in act three is fine as a twist, but
should never be relied upon too heavily as its
incredibly discouraging to the party.
Other things that probably don't warrant points of
their own is to take copious notes. Write down
names uses, make notes of major conversations
among the PCs, and when you brainstorm, write
all your ideas down in a journal of sorts. Later
when you're running the session you can pick
these ideas up and bring them into the story
where appropriate.