Title: Whatever piece of info you want the players to know, drop 3 ways for them to get Author: allyourwut Pastebin link: http://pastebin.com/AgAU9Vkf First Edit: Saturday 3rd of October 2015 01:35:05 AM CDT Last Edit: Saturday 3rd of October 2015 01:35:05 AM CDT Whatever piece of info you want the players to know, drop 3 ways for them to get that info.   So let's say you got the PCs investigating a murder scene.  The next step in the chain of evidence you want them to follow is to the victim's ex-boyfriend.   Drop 3 pieces of info:   >If the PCs talk to the victim's family or friends then they will tell the investigators about the crazy, jealous ex.   >Victim's cellphone and email were filled with texts sent every two minutes from the ex.   >The landlord mentions that she called the cops because the ex was screaming and banging on the door at 2am and wouldn't leave the victim alone.   I've done a few mystery games.  Sometimes players pick up on the most vague shit instantly and put things together instantly.  Sometimes you jackhammer their faces with obvious shit and they don't get it.  There's no way to know ahead of time which things they'll go full Sherlock on and which things they'll be retarded about.   Give em three clues.  Don't make them roll for the clues.  Just give them the clues if they check the right things and ask the right questions.  Just tell them that their is blood under the fingernails.  No roll necessary.  If they have a foresnics skill, let them roll to know that blood under fingernails is evidence of defense.  At most, let them roll search (or whatever skill) to let them find extra additional info that might come in handy later.   >Landlady tells you about the jealous ex   >Get a good roll on a social skill: she also mentions that the guy is 6'5" and his clothes are usually dirty with motor oil.  This might tip off that the dude can be physically dangerous and that he works on cars.   Evidence gathering isn't supposed to be the hard part.  Putting the clues together is supposed to be the hard (and fun) part.