Investigation Design Guide

This guide covers advanced techniques for designing compelling horror investigations. Building on the Three Clue Rule, these techniques help create mysteries that are challenging but solvable, atmospheric but playable.

πŸ“– Prerequisites: Familiarize yourself with the Investigation Mechanics Guide before reading this advanced material.

πŸ—οΈ Mystery Structure

The Node-Based Approach

Design investigations as networks of "nodes" (scenes/locations) connected by clues. This creates non-linear investigations where players can approach from multiple angles.

Node Types

  • Core Nodes: Essential locations investigators must visit
  • Branching Nodes: Optional locations that provide alternative paths
  • Floating Nodes: Can be inserted anywhere when needed
  • Dead End Nodes: Red herrings that still provide atmosphere

Information Flows

Linear vs. Non-Linear

Linear: A→B→C→Resolution

  • Easier to prepare
  • Can feel railroaded
  • Good for new Keepers
  • Works for one-shots

Web Structure

Non-Linear: Multiple paths to resolution

  • More player agency
  • Requires more prep
  • Prevents single failure points
  • Better for campaigns

πŸ” Advanced Clue Design

Clue Delivery Methods

Method When to Use Example
Passive Discovery Core clues, automatic when in location "You notice bloodstains on the floor"
Active Search Secondary clues requiring investigation "Searching the desk reveals hidden letters"
Skill-Gated Expert knowledge, not critical path "Medical exam reveals unusual poison"
NPC Testimony Floating clues, social approach "The janitor mentions strange sounds"
Document Research Background information, context "Old newspapers detail similar incidents"
Environmental Atmosphere and mood setting "The air smells of decay and ozone"

Layered Clues

Design clues with multiple layers of information based on investigator expertise:

Example: A Strange Book

  • Base Layer (Anyone): Old leather-bound book with strange symbols
  • Language Layer (Read Latin): It's a grimoire about summoning
  • Occult Layer (Occult skill): Specific ritual for calling Deep Ones
  • Mythos Layer (Cthulhu Mythos): Recognizes ritual from Necronomicon, knows consequences

⏱️ Pacing & Tension

The Investigation Curve

Act I: Discovery

Opening mystery, initial clues

  • Present the mystery
  • Establish atmosphere
  • Introduce key NPCs
  • Provide obvious clues

Act II: Investigation

Following leads, building tension

  • Multiple investigation paths
  • Complications arise
  • First supernatural events
  • Clues point to truth

Act III: Confrontation

Truth revealed, final choice

  • Full horror revealed
  • Investigators must act
  • Ticking clock pressure
  • Resolution (often pyrrhic)

Tension Techniques

Building Dread

  • Escalate supernatural manifestations gradually
  • Use atmosphere before revealing monsters
  • Create sense of being watched
  • Impose time pressure when needed
  • Harm NPCs before investigators

Release Valves

  • Provide moments of calm between scares
  • Allow dark humor to surface naturally
  • Give small victories along the way
  • Balance horror with mystery solving
  • Don't overdo sanity loss

🎭 Red Herrings & False Leads

⚠️ Important: Red herrings should arise naturally from player assumptions, not from deliberate GM misdirection. The Three Clue Rule means you shouldn't need to plant false clues.

Natural Red Herrings

  • Coincidence: Unrelated events that seem connected
  • Player Theory: Investigators jump to wrong conclusion
  • Incomplete Information: True clues that seem to point wrong way
  • Genuine Suspects: NPCs with secrets unrelated to main mystery

Handling Player Theories

When players develop elaborate theories that are wrong:

  • Don't confirm or deny too quickly
  • Provide new clues that contradict theory
  • Let them discover truth naturally
  • Sometimes their theory is better - consider using it!
  • Never punish creative thinking

βœ… Testing Your Mystery

Pre-Game Checklist

  • ☐ Every conclusion has 3+ clues supporting it
  • ☐ Each clue can be found through different methods
  • ☐ No single skill/character type is essential
  • ☐ Floating clues prepared for when players get stuck
  • ☐ NPCs have motivations beyond "provide clue"
  • ☐ Multiple paths to resolution exist
  • ☐ Sanity loss escalates appropriately
  • ☐ Investigation can be completed in reasonable time
  • ☐ Ending offers player choice, even if limited

Common Pitfalls to Avoid

❌ Don't Do This

  • Single critical clue
  • Clue requires specific action
  • Mystery depends on NPC survival
  • Solution requires specific skill
  • Deliberate misdirection
  • Unsolvable without lucky guess

βœ… Do This Instead

  • Multiple paths to every truth
  • Reward any reasonable approach
  • Information survives NPC death
  • Alternative skills work too
  • Let players create theories
  • Deduction over guessing