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investigative_turns

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When outside of immediate action, the players will find themselves hunting for clues, rumors, getting equipment, fixing broken stuff etc., before the next action within an adventure takes place.

This time should be broken into “Investigative Turns”, I'm thinking 4 hours each as a default, but some adventures could be as short as 10 minutes, or as long as a day.

Each investigative Turn, each player or group of players can attempt one scheme, plot, action or check of some sort. But, each turn they must also draw a complication card. These might be different from adventure to adventure, but as a default:

Spade: Hassled by the cops

Hearts: pre-emptively attacked or otherwise hassled by the primary villain

Diamonds: accidently stumble into a scheme by another villain entirely

Clubs: no consequence, or deal with a nosey reporter

Joker: villain leaves town, or surprise event, or Doctor Valiant steps on your toes.

investigative_turns.1477500970.txt.gz · Last modified: 2018/03/04 13:16 (external edit)