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	<title>Comments on: Preserving a Sense of Mystery About Your Games</title>
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	<link>http://www.treasuretables.org/2007/06/preserving-a-sense-of-mystery-about-your-games</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: brcarl</title>
		<link>http://www.treasuretables.org/2007/06/preserving-a-sense-of-mystery-about-your-games/comment-page-1#comment-11537</link>
		<dc:creator>brcarl</dc:creator>
		<pubDate>Mon, 18 Jun 2007 16:03:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=762#comment-11537</guid>
		<description>The DM for the game I&#039;m playing in has really struggled with this one.  He has a VERY high mystery campaign going, with lots of important NPCs and, as we&#039;ve recently figured out, time travel (eek!).  We players started to independently and collectively complain that we&#039;ve been gaming for months (real time) and still have basically no clue what&#039;s going on in terms of the big picture.  He keeps dropping names and little hints, but we still have yet to get anything like The Big Reveal.  I guess he&#039;s siding against Orsen Wells&#039; statement that &quot;Suspense is stronger than surprise.&quot;

In what I must admit is at least a bit of back-lash from this situation, I plan on running my campaign a bit more on the suspense side:  the players will find out pretty quickly who the mysterious bad guy is and what his plans are -- the trick will be coming up with a way to stop him.

I suppose a lot of the difference between those two approaches depends on how long you expect the campaign to run.  I know my DM friend is an old-schooler, and loves to envision a campaign spanning many (real time) years.  (He also hates the D&amp;D 3.5e fast-track experience train, and regularly cuts the standard exp reward in half.)  Me, I just want to have fun.  If the campaign I&#039;m running ends up coming to an end over a period of just a few months, no biggie.  I&#039;m sure I&#039;ll get a chance to use any unused side-encounter material elsewhere.</description>
		<content:encoded><![CDATA[<p>The DM for the game I&#8217;m playing in has really struggled with this one.  He has a VERY high mystery campaign going, with lots of important NPCs and, as we&#8217;ve recently figured out, time travel (eek!).  We players started to independently and collectively complain that we&#8217;ve been gaming for months (real time) and still have basically no clue what&#8217;s going on in terms of the big picture.  He keeps dropping names and little hints, but we still have yet to get anything like The Big Reveal.  I guess he&#8217;s siding against Orsen Wells&#8217; statement that &#8220;Suspense is stronger than surprise.&#8221;</p>
<p>In what I must admit is at least a bit of back-lash from this situation, I plan on running my campaign a bit more on the suspense side:  the players will find out pretty quickly who the mysterious bad guy is and what his plans are &#8212; the trick will be coming up with a way to stop him.</p>
<p>I suppose a lot of the difference between those two approaches depends on how long you expect the campaign to run.  I know my DM friend is an old-schooler, and loves to envision a campaign spanning many (real time) years.  (He also hates the D&amp;D 3.5e fast-track experience train, and regularly cuts the standard exp reward in half.)  Me, I just want to have fun.  If the campaign I&#8217;m running ends up coming to an end over a period of just a few months, no biggie.  I&#8217;m sure I&#8217;ll get a chance to use any unused side-encounter material elsewhere.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/06/preserving-a-sense-of-mystery-about-your-games/comment-page-1#comment-11524</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Sun, 17 Jun 2007 16:52:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=762#comment-11524</guid>
		<description>Telas: I also enjoy the sense of mystery that comes with playing a new game. I find that another bonus is that I&#039;m less encumbered by my own baggage (good or bad) about how to play it, and that can be a lot of fun.

lebkin: That&#039;s a good line to draw, and you summed it up well. I&#039;m in the same category as a player, pretty much -- nothing bugs me quite like being clueless about how I&#039;m supposed to be having fun.</description>
		<content:encoded><![CDATA[<p>Telas: I also enjoy the sense of mystery that comes with playing a new game. I find that another bonus is that I&#8217;m less encumbered by my own baggage (good or bad) about how to play it, and that can be a lot of fun.</p>
<p>lebkin: That&#8217;s a good line to draw, and you summed it up well. I&#8217;m in the same category as a player, pretty much &#8212; nothing bugs me quite like being clueless about how I&#8217;m supposed to be having fun.</p>
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		<title>By: lebkin</title>
		<link>http://www.treasuretables.org/2007/06/preserving-a-sense-of-mystery-about-your-games/comment-page-1#comment-11520</link>
		<dc:creator>lebkin</dc:creator>
		<pubDate>Sun, 17 Jun 2007 11:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=762#comment-11520</guid>
		<description>The line for my players is very simple.  They need to have something to do.  It is perfectly ok to have no idea where the storyline is going, as long as they know what the next action should be.  It doesn&#039;t matter if it is a dozen possible actions or only one, they don&#039;t like being left on clueless.  Thus things that are heavily player dependent like riddles must be carefully used, or they lead to dead ends and frustrated players.</description>
		<content:encoded><![CDATA[<p>The line for my players is very simple.  They need to have something to do.  It is perfectly ok to have no idea where the storyline is going, as long as they know what the next action should be.  It doesn&#8217;t matter if it is a dozen possible actions or only one, they don&#8217;t like being left on clueless.  Thus things that are heavily player dependent like riddles must be carefully used, or they lead to dead ends and frustrated players.</p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/06/preserving-a-sense-of-mystery-about-your-games/comment-page-1#comment-11518</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Sun, 17 Jun 2007 04:29:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=762#comment-11518</guid>
		<description>This is one of those things that requires &quot;active GMing&quot;.  You need to constantly have your hand on the &quot;clue sensitivity&quot; dial, making sure they get enough clues to figure it out, but not so many that there&#039;s no mystery at all.

As an added bonus, if they manage to find a cooler way to do things, and if you&#039;ve been &quot;vague enough&quot;, you&#039;re free to run with their idea.  

The sense of mystery is one of the things I enjoy about playing in new games.  I&#039;m currently playing in a Werewolf game, and I know nothing about the World of Darkness (especially since this is a 1st edition game).  It&#039;s literally all new to me, and whatever problems that may exist with the game are invisible to me.</description>
		<content:encoded><![CDATA[<p>This is one of those things that requires &#8220;active GMing&#8221;.  You need to constantly have your hand on the &#8220;clue sensitivity&#8221; dial, making sure they get enough clues to figure it out, but not so many that there&#8217;s no mystery at all.</p>
<p>As an added bonus, if they manage to find a cooler way to do things, and if you&#8217;ve been &#8220;vague enough&#8221;, you&#8217;re free to run with their idea.  </p>
<p>The sense of mystery is one of the things I enjoy about playing in new games.  I&#8217;m currently playing in a Werewolf game, and I know nothing about the World of Darkness (especially since this is a 1st edition game).  It&#8217;s literally all new to me, and whatever problems that may exist with the game are invisible to me.</p>
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