This article was originally published on the Black Armada Patreon – please help us create more great games and gaming content by becoming a patron!
I’ve talked about how using investigation logic, the division of information into Clues and Leads, and driving the mystery with a Theory, to make an emergent mystery feel more real and coherent. Now I want to talk about messing that neat picture up, through the use of discordant clues.
As mentioned in my last article, a Theory can be used to make sure that the Clues and Leads you present in an investigation hang together, and make it much easier for the players to come up with a plausible solution to the mystery. But if everything is too coherent and straightforward, the mystery will feel dull, linear and flat. Discordant clues are how you shake things up a bit and avoid that feeling of predictability.
Throughout the investigation, the GM is maintaining their own Theory of the mystery, while listening to the Speculations and Theory the players are coming up with. If you’ve ever GMed a traditional investigative game, you’ll have had the experience of listening to the players coming up with entirely wrong ideas about the mystery. They latch onto particular NPCs or clues and wildly extrapolate. There comes a moment where they discover something that doesn’t fit with their wrong Theory and they’re forced to think again. Discordant clues are the emergent mystery equivalent to that moment.
Ok, so what are discordant clues? Simply put, they’re clues that don’t fit the players’ emerging Speculations and/or Theory. When someone makes an investigation roll and gets a partial success or perhaps even a miss, the GM feeds them a clue that deliberately confounds what they were expecting to find. Now they’re forced to rethink their Theory and rebuild it.
The GM can do that in one of two ways:
- They can imagine that the players’ Theory is basically right, but with one important mistake. Reveal a Clue that connects closely to that mistake. Doing that will likely lead to the players tweaking their Theory (not necessarily in the way the GM expected).
- They can look to their own GM Theory and reveal a Clue that connects to that. Doing that can yield surprising results – it might upend the players’ Theory, or they might find a surprising way to make sense of it, but either way it will probably make them stop and think.
By now it won’t surprise you to learn that this is baked into the mechanics of Ex Tenebris. One of the ways the GM can complicate a Discovery roll is to supply a discordant Clue or Lead. It creates moments of surprise and, sometimes, moments of epiphany as the players work out what they think this new Clue means. But it keeps the feeling of coherence, because the GM is still basing the discordant Clue on a Theory – just not the one the players were working to.
Incidentally, this is something that happens in Lovecraftesque and other GMless emergent mystery games all the time. Because all the players are working to their own secret Theory, without knowing it they are constantly revealing Clues that may not perfectly fit with what the others had in mind. The little tweaks or massive revisions to your Conclusions in Lovecraftesque are a big part of the fun, and what makes it feel like you’re discovering the mystery as you go.
There’s a final step to this, which is that the GM can also do this at the end of the game, when the players go to confirm their Theory. This is the equivalent to the Answer A Question move in Brindlewood Bay, Unlock Doom’s Door in Apocalypse Keys, or the moment where a player generates the Final Horror in Lovecraftesque. In Ex Tenebris, it’s the Breakthrough Roll. When the players roll well, of course, the GM reveals that their Theory was right, and sets them up for an advantageous confrontation with the villains of the story. But when they roll badly, the GM has the option to confound their expectations, presenting a modified version of the players’ Theory or even basing the ending on their GM Theory instead. Of course, with minor tweaks to the rules you can do the same thing in other emergent mystery games like those mentioned above.
The moment in an investigative game where the players discover the truth can be a magical one. When they get it right, there’s the satisfaction of having figured something out. But there’s also magic in getting it wrong. That moment where you say “Of course! So that’s why we saw xyz clue!” A confounding Breakthrough Roll delivers that kind of magic – and as long as the GM has been following the rest of the advice in this series, it will feel like that surprising ending had been the plan all along.
Have you ever thrown out a surprising clue that totally changed the players’ thinking? Tell me in the comments! And don’t forget to check Ex Tenebris out on Kickstarter – we’re live from 9 September to 9 October.
