 |
Roleplaying Tips Weekly E-Zine Issue #59
8 Tips For Creating Good Clues In Your Stories
Contents:
This Week's Tips Summarized
8 Tips For Creating Good Clues In Your Stories
- Understand What You Can Use Clues For
- Think Of Clues As Information Or Secrets
- Define What You Need Clues For & Why You Need Them
- Make A List Of All The Clues Ideas You Can Think Of
- Plant Clues Into Your Story, But Leave Some Free
- Make a List of Campaign Objects
- Use the 5 W's
- Use the 5 Senses
Readers' Tips Summarized
- Dry Erase Board Substitute
- Lamination Tip
Return to Contents
A Brief Word From Johnn
Request For Creating Clues Tips
I had the tough task of creating clues for my campaign
recently. I have just finished creating an overall campaign
plotline which involves a combination of personally created
adventures and published modules. And I wanted to use clues
planted in each adventure to gradually reveal the "big
picture". But, when I sat down to write the clues I got
writer's block.
Internet research revealed no "how to" articles. But I got a
lot of good, indirect ideas from the Internet and a few
other sources, and this week's issue is all about how I
managed to create some great clues for my campaign and how
you can too.
If you have clue creation tips of your own, please share!
Send your tips or advice to me at: johnn@roleplayingtips.com and I'll spread the word. Thanks!
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
A Word From Our Sponsor: FunUSA.com
Attention Gamers!
For Low Prices and Huge Selection
From AD&D to Z obmondo!
Fun N' Games is Great Games and More!
Hard-to-find Items? We Special Order!
www.funUSA.com toll-free 1-877-810-9596
Return to Contents
8 Tips For Creating Good Clues In Your Stories
- Understand What You Can Use Clues For
Clues are a wonderful game master tool. They help you to
tell interesting stories and create exciting adventures.
They are great at capturing player attention and
imagination. And they can serve to keep the whole group
focused.
Clues are also an incredible roleplaying device because they
can create a lot of conversation. Players will want to talk
and try to piece the clues together, figure out what they
mean and wonder where they can find more. When this happens,
ask your players to always speak in-character -- you'll then
see roleplaying at its finest. :)
Here are some reasons to create and use clues in your
campaigns:
- Any kind of mystery or secret (i.e. an NPC's secret
identity or the location of a special treasure)
- Use them as plot hooks
- Use them to reveal your game world's legends (much more
interesting than listening to the GM read out a long, boring
history essay)
- Foreshadowing
- Reveal the powers of magic items or technology
- Turn a plotline into a character-driven story: rather than
having a bunch of scheduled events which lead the PCs
through the adventure, plant clues to generate player
interest and desire to proceed
- Reveal special abilities of monsters or foes
- Use as warnings
Return to Contents
- Think Of Clues As Information Or Secrets
As I recently discovered, it can be hard to sit down with a
blank sheet of paper and say to yourself "ok, let's think up
clues."
I found that it helped a lot to think about clues in one of
two ways:
- Clues are just information in disguise. Your goal is to
hand out information, one little bit at a time, until all
the information is revealed by the end of the story.
To create clues then, you just need to come up with
important little bits of information that the characters
don't know yet and can discover during the adventure.
- Clues are simply small secrets. Your goal is to fill your
game with many small secrets that lead up to a big secret.
To create clues as secrets then, you simply break your big
secret down into several smaller secrets and then reveal
those throughout your story.
Return to Contents
- Define What You Need Clues For & Why You Need Them
I started my own clue creation process by writing out what I
wanted to make clues for and why those clues would help the
PCs. If your clues have no real benefit to the characters,
then your players will learn they don't need to find them to
be successful in your campaigns.
First, I wrote down a major secret that I've created in my
campaign which will take a few stories to fully figure out.
I'd like to present a few clues about this big secret to the
PCs in each story. Once the PCs put all the clues together
they will be able to figure out who the real villain is
behind all the minor villains and conflicts in the land and
proceed directly to his lair for a final campaign climax (or
take some other action to thwart him).
I also wrote down a minor secret about an NPC that will be
revealed at the end of the current story I'm telling. If the
characters can figure out the NPC's secret soon enough then
they can save themselves a lot of trouble at the story's
end.
So, by having these secrets, or "topics", clearly defined
for myself I was able to focus better on thinking up the
clues I needed.
Return to Contents
- Make A List Of All The Clues Ideas You Can Think Of
Next, for each topic item that I needed clues for, I started
to write out all the clue ideas I could think of.
I wrote them out in any order and didn't worry about their
specific details just yet. I got stuck several times, but
see Tips #5-7 for how I found ways to get more ideas.
When I finished my clue lists I reviewed and sorted them:
- Prioritized them (i.e. by story time line, geographic
location, essential vs. inconsequential)
- Combined clues into major revelations
- Broke some clues down into smaller clues
- Looked for clues too minor to be stand-alone and combined
them with others
Return to Contents
- Plant Clues Into Your Story, But Leave Some Free
After brainstorming my clue lists I found that clues fell
naturally into three groups:
- Clues which could immediately be linked to planned
encounters
- Clues which could be easily left unplanted and added into
the story during play
- Clues that I had no idea what to do with
For Group A, I immediately slotted them into my plans. Using
a new sheet of paper (actually, a new page in my word
processor) I made a new list of all the linked clues and put
their related encounter # in the left margin.
For Group B, I added them to the new list right after Group
A's clues. When I use them during the session I plan on
adding the encounter # or a note about the encounter they
were used in for future reference.
And, for Group C, I didn't stress out about them. I added
them to the list below Group B, and I'm just going to wait
to see if there's an opportunity to use them during play.
There was one clue in Group C, however, that I felt *must*
be used during play. That one I hi-lighted in yellow to
remind me to look for an opportunity to use during the
story. And it is causing me a little stress. :)
Return to Contents
- Make a List of Campaign Objects
After brainstorming about a half dozen clues while making my
initial clue list I got stalled. But, I got things going
again by thinking of clues as fitting in one of three
categories:
I went through my planned story and encounters and looked at
all the people, places and things in them for clue ideas.
For example:
- Important NPCs
- Minor NPCs
- Villains
- Dungeons, rooms, buildings
- Cities, towns, villages
- Magic items
- Unusual items
- Treasure
- Monsters
Just by going through all the "objects" in my upcoming story
I found inspiration for several more clues by turning an
object into a clue or by adding a clue detail to an object.
Return to Contents
- Use the 5 W's
Another killer method for coming up with clues, I found, was
the 5 W's of journalism:
Using Tip #2, I went through my list of items that I needed
clues for and followed this process:
- Took each object and asked one or more of the five W
questions about it.
- Considered each answer as a fact (or broke each answer down
into its facts).
- Turned each fact into a clue.
Return to Contents
- Use the 5 Senses
While placing my new clues into my story, I found that I was
using the same two methods over and over again:
- an overheard conversation between NPCs (i.e. revealing
plans, names, motives...) or
- discovered writings (i.e. notes, scrolls, books, wall
scribblings...)
So, to make things more interesting (and to prevent the PCs
from constantly announcing "ok, we search the next room
looking for scraps of paper and books while listening at the
walls") I changed the format of several clues to use
different senses:
- Sound
- Smell
- Touch
- Sight
- Hearing
- Sixth Sense (if your campaign allows it)
I also found that, when stuck trying to think up clues, I
thought about the five senses. This inspired a few more
ideas. For example, for the item that you need clues for,
what kind of Smell clues could there be? Or Touch clues?
Return to Contents
Clues are fun to make and I hope these tips work for you
like they did for me. If you have clue making tips of your
own, please send them along: johnn@roleplayingtips.com.
Thanks again.
READER'S TIPS OF THE WEEK:
- Dry Erase Board Substitute
From: Tim R.
Johnn,
I've found a much cheaper alternative to your typical dry-
erase board: shower board--the material often used instead
of tiles in a shower. Most hardware stores I've been to
carry 4x8 sheets for around 15 dollars. There are many
colors to choose from (white and off-white I've found are
easiest to read), they take lots of abuse, and clean up much
better than boards sold specifically for dry-erase purposes.
Additionally, the material is very thin and light, so
transporting pieces is no problem. I recommend a slightly
glossy board, as they tend to erase better when markings
have been left to dry for a few weeks.
[Johnn: I phoned our local hardware store and, in Canada at
least, the suppliers call it "barker board". It's $21CAN.
Thanks for the tip Tim.]
- Lamination Tip
From: Kevin
Many have mentioned the White Boards and I agree... they
rock... but, I was a graphic design student through college
and have come across a different neat idea to add to the
White Board idea making it a little better.
I laminate everything. Take all your favorite maps and prop
images and laminate them.
The lamination acts just as good if not better than a White
Board. On the map sides you can use markers to plot courses
or draw additions, etc... And on the other side (of most
supplement maps and such) you can use as plain White
Boards. I've laminated most all my city maps I use, maps
from supplements, etc... You can even blow up images from
books to poster size and laminate often used floorplans to
use them with Miniatures.
The cool thing - its relatively cheap. Go to Kinko's and
have a poster sized map laminated for $3-5 or a little more
- they pay off in the long run. And as a bonus it protects
your maps from water/other damage.
If you use grids you can also go to an art store and find
poster sized grid paper to laminate.
[Johnn: our local Kinko's laminates any sized items for
$1.50CAN per square foot (12" x 12"). So, my new Greyhawk
Gazetteer map that is 17" x 22" would come to about $4.00CAN.
Our local Staples store laminates letter-sized sheets for
$1.00CAN and 11" x 17" pages for $2.50CAN. That's definitely
worthwhile! I might print out some grids and laminate them
for battles.
Also, I might get my Greyhawk map colour photocopied (onto 4
letter-sized pages) and laminate those for $1 a piece. That
would make for easier handling at the game table too.
Finally, Staples sells laminating machines and it might be
worthwhile buying one as a group:
- 8.5" x 11" laminator is $130CAN
- 11" x 17" laminator is $215CAN]
Return to Contents
MY PRIVACY POLICY & HOW TO SUBSCRIBE/UNSUBSCRIBE
"Roleplaying Tips Weekly" is provided to you free of charge
by RoleplayingTips.com. It is sent only to those who have
specifically requested to receive it. My subscriber list has
never been and never will be available to any third party.
EVER! Your privacy is very important to me, therefore it
receives the respect it deserves.
SUBSCRIBE TO "ROLEPLAYING TIPS WEEKLY"
RolePlayingTipsWeekly-On@lists.webvalence.com
UNSUBSCRIBE FROM "ROLEPLAYING TIPS WEEKLY"
RolePlayingTipsWeekly-Off@lists.webvalence.com
SUBMISSIONS
Send a blank email to submissionguidelines@roleplayingtips.com for Submission Guidelines
Submissions & Articles may be sent to:
submissions@roleplayingtips.com
Copyright © 1999-2001, Johnn Four, RoleplayingTips.com. All Rights Reserved.
Return to Contents
|
|
|