I currently break my session prep into six categories.
- Synopsis
- Secrets/Clues
- Scenes/Combats
- Map notes
- Hazards
- Rewards
This is the second in a series of 6 posts about these six session prep categories.
Secrets/Clues
- I devise several secrets for each session.
I have a lot of fun with this. I often over prep this category. I
usually make the secrets about faction actions, npc schemes and
mechanisms. but they can also be a simple secret door or a hidden
chest.
- 3+ clues per secret
I develop 3 clues to each secret. These clues are never
blocked/hidden by a check. Sometimes I ask for a check because
failing the check can create interesting situations and I can
still deliver the information. For an example if a PC attempts to
hack corporate info but they fail, I will give the PC the
information but they will suffer a backlash, burnout or a bit of
damage from a rival hacker.
- I let players figure out the clues
I am a fan of players using their skill at the table. If their
character is not smart I like to see how players describe their
otherwise obtuse character catching on.
- but if players don’t get it
If players don’t get it on behalf of their PCs then I ask the
players to roll their PCs investigation/intelligence/relevent
stat and tell them all the info I can on a success.
- If players and characters don’t get it
It is important to fail forward if no one gets the clues. I
prepared all these juicy secrets and I want to share them. If a
character fails their investigation check I will still give them
the information but at a cost of time, food, exhaustion or other
appropriate setback. If, for example, they fail the attempt to
figure out the secret behind the book of monsters that is a
biting monster, in this case they might succeed but the book
looses a few pages or bites their finger for 2d4 damage.