Guided method: Node-based investigation
Available from 1.4.0-beta, without AI or an API key.
Prepare several ways to discover the same truth: a hook, three interconnected leads, a conclusion and a fallback scene. Players can switch leads when one approach fails.
From Guided method on the campaign home, choose Node-based investigation, then Start. For placement and drafts, see Choose a guided method.
The nine steps​
| Step | What you prepare |
|---|---|
| Placement | Existing linear arc or new arc |
| The mystery | Investigation title, hidden truth and stakes |
| The hook | An event or meeting that opens the case, with initial leads |
| First lead | A location, person or event; content, clues and secrets |
| Second lead | Another source, its clues and secrets |
| Third lead | A third entry point for varied approaches |
| The conclusion | Revelation or confrontation, with possible consequences |
| The fallback | An event the GM can trigger when play stalls, offering new leads |
| Summary | Chapter, six typed scenes and links to create |
The three leads offer Location, NPC or Event types. Initial choices vary to encourage different sources. Suggested names can be edited like any other answer.
The resulting network​
Create the adventure adds a chapter and six scenes, with twelve links:
- the hook opens all three leads;
- the leads form a loop: 1 → 2 → 3 → 1;
- each lead reaches the conclusion through a Clue link;
- the fallback points to all three leads.
Other connections are Lead links. The conclusion therefore has three distinct source scenes. In the scene map, replace generic labels with concrete clues and adjust paths to fit your plot.
The mystery's truth goes into the chapter's GM notes. Secrets from the three leads become secret GM notes on their scenes; written clues are kept under Choices and consequences. This method does not automatically fill the arc's Hidden truth field.
Run the investigation​
The fallback is an Event scene to trigger when useful: a witness comes forward, the enemy retaliates or a threat advances. Time or a failed roll does not automatically trigger it.
The network supplies paths; write what characters can actually learn from each lead. Editor review flags revelations with too few access paths and clues coming entirely from the same kind of scene.