I picked this up cheaply from the FLGS a few weeks ago and just started reading it. It's quite a neat module - for those not familiar, it's a murder mystery.
Now, as much as I think it's a neat premise and a solid module, my experience with investigation scenario is that the PCs invariably resort to combat in the wrong places (generally caused by the PCs deciding that X is the suspect, disbelieving all denials / evidence to the contrary), and end up botching the whole thing.
Maybe it's just the gaming groups I've played with, though. Does anyone have any experience running or playing this module? How did it go?
[AD&D 1e] The Assassin's Knot
- Jyrdan Fairblade
- Unkbartig
- Posts: 947
- Joined: Thu May 11, 2006 7:00 am
It was botched, but it was due to the players. They wanted to "kill it and take their stuff", and very blatantly refused doing any real investigating. So they ended up botching it and ending up dead, or captured and then executed, or on the run.
Then they were mad at me.
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The Ruby Lord, Earl of the Society
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Then they were mad at me.
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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Witterquick
- Hlobane Orc
- Posts: 132
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Honestly, this module totally changed how I thought adventures could go. The mystery involves several red herrings, which could be confusing for players. My experience has been that, given the fact that the GM is the eyes, ears, etc. of the PC's, that I need to pitch mystery plots to about "Scooby Doo" level.
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http://strangequests.wordpress.com/
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http://strangequests.wordpress.com/
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rabindranath72
- Lore Drake
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