The Art of Obvious Clues
I’ve been thinking about game mastering lately, particularly about how we present clues and plot hooks to our players. A friend recently mentioned they were working on adding clues to guide their players toward a specific storyline, and it got me reflecting on the whole concept of “leading” players through our games.
Here’s the thing: I’m incredibly fortunate to have players who actively listen for and follow my plot hooks, even when they’re not particularly well-crafted. But should we really need to “bait” players into having fun? The whole process of deliberately planting multiple clues, creating diversionary scenery to hide them in, and hoping players pick up on the right threads seems unnecessarily complicated.