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9

I have the following suggestions, after having been in one VERY successful game of this type for many years, and having generally tried to emulate that success (in varying results) since: If your campaign depends on discovery, have a lot to discover, and have many paths to discovery. Don't inadvertently design a setting where the players only have one or ...


5

What I do is, when someone shows interest in one of my predetermined plot hooks, I take an index card and I write: "Quest: 500xp" and a description of the plot hook. I give them the index card; if they complete the quest, they get the experience award. The purpose of the experience is not so much to bribe them to investigate the thing, as to let them know ...


3

My players aren't the sort to go haring after everything that looks a tiny bit out of place anyway, and they tend to have a hard time remembering even the things that did pique their curiosity from one session to the next. I feel like this might be the core of your problem, here. You need to check in with your players and get some feedback. "So I've been ...


2

What you describe is like the style I have generally preferred for decades, running games where I've invented most or all of the campaign world details myself (as opposed to running a published campaign world). What I do, which seems to work well for my own tastes, is start with giving no help/clues to mysteries at all, with clues to mysteries only showing ...


2

It's not broken, don't fix it. In the synopsis a sentence reads: "A vicious group or orc mercenaries also searches the town for the slaying stone." By default, the orcs are searching for it to give to their patron Dreus Matrand, an arcane scholar. She plans to study the slaying stone, along with other similar items, in order to recreate them. Familiarize ...



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