The Kenku Structure
Rereading some stuff from The Alexandrian blog and listening to Chris McDowell's podcasts has got me reflecting on my experiences both as a GM and as a player surrounding information, and techniques and structures it supports. In an rpg, information is kind of everything, but this goes double for mysteries. And I feel like mystery scenarios get abused, because of the idea that you can tightly control the information granted the players, and therefore control their activities - basically, if your railroad contains some unknown elements, you can slap the label "mystery" on it to make it kosher. If you couldn't already tell, I'll be putting my Golden Rule ("Ye shall not get yourself Wound Up") under considerable stress here - hear it creak and strain with the pressure! [A note: I've updated this from its original version, stripping out a lot of useless asides (yes, there were even more originally!), and intend to post a follow up to these ideas as and w...