cross-posted from: https://lemmy.world/post/34922558
Actually that could be a great solution to teach murderhobo teens how to RPG properly. The town’s guard enlists them to solve the murder they committed. See how they weasel their way out - if they can.
Take the cop approach
“We have investigated ourselves and have found no evidence of wrongdoing”
Very simple. You rob the local item store, murder the owner’s family, frame him for those murders AND the original murders. Sprinkle clues and ‘solve’ the crime.
If it gets the players doing literally anything other than rolling attack rolls that’s still a win, we take those
Who shot ya?
The cleric brings up a fun “exploit”. You cast speak with dead on the murdered yourself so you have a 10 day grace period - even better if you threaten their family if they do snitch.
Most Larp I know have some rules about loosing memory when being dead or even unconscious. It kills the fun for everyone to just ask the victim who killed them.
I am surprised that D&D and clones didn’t remove all the spell which shortcut investigation it’s like removing the fun part of the game
Just have the person murdered be killed from behind. that’s how bg3 solved it in a murder quest. None of the victims knew the killer except the person killed from behind, that person would have recognized the killer but alas they never saw their killer. Every other victim questioned just has descriptions of the killer and with 5 questions it can be challenging to get enough clues to stop the murders.
Yes, thank you. But then again, DnD is the king of unfun spells that just shortcut interesting puzzles an challenges. Alarm, Speak With Dead, Goodberry, Levitate/Fly, Planeshift, Remove Curse, Forcecage, Sending, Identify, etc.
Batteries.
Truly a unique experience when it comes to 12v batts.