Publishing episode 36 reminds me of the Closed Door Problem in RPGs. “All Souls Night” is a bit of a mystery adventure, which was heightened the moment Harold created the characters for the adventure and decided to include The Greenwold’s Greatest Detective (of course I mean Sid Onoso, not that hack Apollo Porous). Mysteries can be tough to run, in much the same way that puzzles are tough. You want to present something that is challenging to the PLAYERS who are playing the game, as they get much more satisfaction from overcoming puzzles and figuring out mysteries than just rolling to see if “their PC figures it out.” But there are two issues with this:
1) who the PCs are – what skills they have, what their background expertise is – SHOULD affect how well they do when the game world presents them with problems to solve, and
2) You can easily stump a player with something that seems obvious, but turns out to be incredibly obtuse or obscure when it comes up in the game. Famously, a Closed Door in D&D can cause serious problems for an adventuring party: the mechanics of every edition of the game are pretty explicit on how PCs go about opening doors, but they always leave a chance for a door that the party fails to pick, fails to force, and/or fails to detect. Absent another option for circumventing the obstacle, the party can be prevented from continuing (this is why the Knock spell was invented, by the way: to ensure that No Door Will Ever Stop Us Dead in our Tracks Again!).
But that’s bad, isn’t it? It certainly doesn’t feel good to have competent, danger-worthy heroes, who can’t proceed with the adventure because they happened to have bad rolls and/or they missed looking under the doormat for the key (as a common example of finding stuff in a mystery game).
So how do you run a mystery game in such a way that it both allows players to figure stuff out AND doesn’t force them to have/understand certain clues in order to proceed? It’s a tough challenge. Let us know how you feel we did with this in “All Souls Night.”