[AD&D 1e] The Assassin's Knot

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Jyrdan Fairblade
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[AD&D 1e] The Assassin's Knot

Post by Jyrdan Fairblade »

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?

Treebore
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Post by Treebore »

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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Maliki
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Post by Maliki »

How well this module works is up to the DM and players, going in with a hack and slack attitude will lead to a bad end. The players have to go into it with then intention of solving the mystery.
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Witterquick
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Post by Witterquick »

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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rabindranath72
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Post by rabindranath72 »

I am (was) quite lucky, in that my players always address any scenario from a "thinking" perspective. And it works surprisingly well, even when "violence" would be the only solution.

Ghul
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Post by Ghul »

A fantastic module.

Metathiax
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Post by Metathiax »

You guys might be interested in knowing that this module (among a few others) is available as a free download at this site.
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