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« on: March 22, 2012, 01:31:43 PM »
So let's get into a little of the nitty gritty and see your feedback.
The set-up, pc's have decided that someone they met is a person of interest and engaged with conversation eventually leading to a Discern Realities. I know from my front that this person is in disguise and works for the thieves guild.
So in response to the question of what here is not what it appears, instead of spilling the beans "Oh, they are in disguise, probably working for a secret organization" I would prefer hints and teases. "They said they were from this city, but their accent just doesn't jibe" or "You notice a perfume that isn't from around these parts but it reminds you of your time in <some city>" Teases and dangling hooks that could be followed up with more interaction if the players bite. Maybe nothing more from that specific interaction, but maybe the PCs should follow, or ask around. I think the move should lead to more story building and less being an end all to the current situation. In my form of story building I want answers formed slowly over time, I want a sense of mystery. I also like red herrings, and being told one must tell the truth and the whole truth seems to kill the sense of mystery and wonder. Or maybe I am doing it right by keeping the info limited to what would increase the interest of the story without divulging too much.
Carouse. So the players roll a 7-9 and opt to avoid difficulties because they have other plans. So they pick some information. Well first of all I want PCs to always meet NPCs and gain information regardless of the roll. Even on a 6, you're going to meet a NPC (the sheriff that throws you in the town jail for being drunk). And who is useful, if the story is unwritten every NPC is potentially useful, how do I know? So, yes, it is an interesting move, but I feel limiting and narrow. Do I really need a move to throw a party scene? Can't I have the conversation without the roll?
More later, back to work, and thanks for your indulgence
Glenn