Tu veux dire plus ça?Qui Revient de Loin a écrit : ↑jeu. août 21, 2025 4:16 pm Je suis curieux d'en avoir plus que la "clue chain".
Spoiler:
Why use a Clue Chain?
For the GM: It simplifies planning. You prepare a clear path of linked scenes and evidence, making complex mysteries manageable. It also maintains high narrative tension—each clue found deepens the sense of dread.
For Players: It provides a sense of progress and urgency, as every clue discovered comes with emotional and personal risks. Solving the case is rewarding, but each step carries the danger of suffering "Baggage"—the toll taken on characters' sanity and personal lives.
How is a Clue Chain any different to a typical RPG adventure?
A Clue Chain emphasises narrative tension, psychological risk, and investigative gameplay. Every discovery has consequences. Every decision leaves emotional scars.
In Cörk Børd, the real enemy isn't monsters—it's the reflected pain of your broken lives.
The size of an adventure is measured in Pins—a single session might be a 3-pin case, while longer scenarios extend to 7 or more. All are based on visualising the game as a corkboard.
For the GM: It simplifies planning. You prepare a clear path of linked scenes and evidence, making complex mysteries manageable. It also maintains high narrative tension—each clue found deepens the sense of dread.
For Players: It provides a sense of progress and urgency, as every clue discovered comes with emotional and personal risks. Solving the case is rewarding, but each step carries the danger of suffering "Baggage"—the toll taken on characters' sanity and personal lives.
How is a Clue Chain any different to a typical RPG adventure?
A Clue Chain emphasises narrative tension, psychological risk, and investigative gameplay. Every discovery has consequences. Every decision leaves emotional scars.
In Cörk Børd, the real enemy isn't monsters—it's the reflected pain of your broken lives.
The size of an adventure is measured in Pins—a single session might be a 3-pin case, while longer scenarios extend to 7 or more. All are based on visualising the game as a corkboard.