Author Topic: Question on Investigation-style Encounters  (Read 501 times)

Legacy_jackkel dragon

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Question on Investigation-style Encounters
« on: October 26, 2012, 04:51:28 pm »


               I have a few "investigation" scenes planned for a module I'm working on, but I'm not sure how to implement them. Basically, it's similar to looking for clues at a crime scene. For instance, an early investigation requires the player to find clues as to why a warehouse burned down among the wreckage.

Thing is, I'm stumped on how to implement it. If I make all the potential clues available from the start, the player really just has to click on each one until they find what they need to progress. If I make the clues appear within a trigger based on the PC's skills, then players that didn't put points in those skills don't get the clues they need.

For the time being, I have placables that start conversations for each clue, and the player has the option to take the item of interest or leave it. Thing is, that means I also have to make a return trip conversation for players that leave the important clues behind. I was wondering if anyone had a better idea on how to do this?
               
               

               
            

Legacy_Corker

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Question on Investigation-style Encounters
« Reply #1 on: October 26, 2012, 06:05:33 pm »


               What's your design goal for the player's experience?  Is it for them to feel clever and smart at having solved a puzzle, without driving some of them to epic anger and frustration at being *un*able to solve the puzzle?

I'm not a modder so I don't know if this is feasible.  Can they be rewarded for getting to the next plot point by clicking on the fewest clues possible?  Like... the more clicks you need to gather clues, the more HP the boss has in the final fight, or something.  (It would only be fair to somehow let the player know about this...)  So they click until they think they know what to do, then they run off to see if they've got the right answer.  If they didn't, they'll have to come back and click around some more. Ideally, by the time all the clues have been clicked, even an old wet rag could figure out where to go next.
               
               

               
            

Legacy_Rolo Kipp

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Question on Investigation-style Encounters
« Reply #2 on: October 26, 2012, 06:07:12 pm »


               <feeling quite happy...>

I would seriously suggest looking into AID v3.0.0.0.0.0 <whoa, boss! too many zeros>
They all count, somehow, I'm sure. <isn't it you who always says accuracy is important?>
*Communication* is important, bird. <but... never mind>
I never do...

And read this ---> thread by Henesua.

Edit: Along the same lines, you might look into ShadowM's HR Base (here) and on the Vault.

<...that someone else is doing all the work>
               
               

               


                     Modifié par Rolo Kipp, 26 octobre 2012 - 05:17 .
                     
                  


            

Legacy_Rolo Kipp

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Question on Investigation-style Encounters
« Reply #3 on: October 26, 2012, 06:10:25 pm »


               <being anything...>

@ Corker: Hey! I like that :-) Bonus experience for efficiency ;-)

<...but efficient himself>
               
               

               
            

Legacy_jackkel dragon

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Question on Investigation-style Encounters
« Reply #4 on: October 26, 2012, 09:28:03 pm »


               After looking at the GUMSHOE system and the linked script systems, I think I might have an idea on how to implement investigations.

I think I'm going to have all the clues be selectable right away, but clicking on them automatically picks them up (or for non-portable clues a notepad token can be added to the PC's inventory). Basically, the best idea would be for the player to pick up as many things as they're willing to sort through when they start a new investigation.

After the player has a few clues, they can activate the item from inventory anywhere to examine it. Using skill checks (which are neglected in most other parts of my module) and recruited henchmen/companions, the player can eliminate a few of the clues. Those that are important or can't be eliminated then turn into a lead.

Once the player has a lead, I'll probably let them know (through "internal thought" text or companion dialogue) a basic idea of what to look for ("I should find someone who can identify magic items") to represent the PC's previous investigation experience and prevent aimless wandering. The player then has to take part in a conversation/encounter to determine whether the lead is important or a dead end.

I'm starting to like this idea because the investigation isn't tied down to the "crime scene" itself, as well as encourage a bit more exploration. Without metagaming, the player might need to chase down a few leads before they progress, while the clues all showing up mean that they can eventually progress. And since each dead end still leads to gameplay, it's not entirely wasted time to chase down the wrong lead.