Welcome to a new series called Perception Check where I will be breaking down answers from many Dungeon Masters on how they handle various parts of running the game. Over on Threads, I ask a daily question and usually, I get many amazing answers from dungeon and game masters all over. Here I will be presenting answers to a question along with some data analysis and personal insights.
How do you make sure the players are picking up the clues you’re putting down?
My Answer
Like others have said, the three-clue rule from the Alexandrian is really helpful in this situation. If the information is super important then repetition will be most helpful. For session planning, I use the Lazy DM method which includes the secrets and clues I want to pass along to the characters. I know not all of them will get to the players and depending on what happens some of them may change or never happen at all but that’s ok. The key is to have multiple clues that point in the same direction and be willing to change or move information when needed.
Answers From Threads
jasonhendricks
https://www.threads.net/@jasonhendricks
I start by saying “You never know what might be important, you don’t have to, but I recommend taking notes.” I always have a brand new notebook for each player and a “campaign pen”, usually a color of ink not black or blue. Then the ones who actually take notes outshine those that don’t. It usually doesn’t last long, as with few exceptions, TTRPG players are super competitive. So to summarize this longwinded post;
Peer pressure and fear of falling behind.
Mikemcgranaghan
https://www.threads.net/@mikemcgranaghan
I don’t. Players have to be free to fail. Secret rooms they never find. Treasure they don’t loot. Puzzles they don’t solve.
Classicbobg
https://www.threads.net/@classicbobg
I will only lay down secrets if my table likes hunting secrets. I love rewarding the players that want to pay attention – rather than forcing the table to take notes.
TLDR: tailor the clues to the interests of the players
For example: I have one player who’s an arcane trickster rogue who loves searching for magical vibes and thieves cant. So when that player searches for those things I stick the clue in there
jaron.paige
https://www.threads.net/@jaron.paige
I don’t care if this is cliche or on the nose, but if I need to know what the party is thinking, I’ll just have an NPC ask them, “interesting… So what do you make of all this?”
Inadequatedungeon
https://www.threads.net/@inadequatedungeon
I try not to make any secret or clue 100% necessary for progression, because I want my players to authentically uncover clues and secrets. I will help PCs that show initiative in uncovering them by giving them additional rolls to uncover or recall other important details that add context to the discovery.
I have a game centered around a mystery of lost knowledge though, so most secrets or clues tend to be a small aspect of a larger picture.
kestrel_macknight
https://www.threads.net/@kestrel_macknight
I had a party who was really bad at picking up hints. So I got really good at triggering the paranoia. I’d either ask them “Are you sure” if they are about to move on, or RANDOMLY have them roll a intelligence, wisdom, investigation, ect. to get a plot hook hint. They didn’t ask to roll, but they now have a motivation to persue it. I prefaced this by telling them they always had a choice to ignore what they find, but the worlds I build will continue without them. So if they do, it could be worse
missahippy
https://www.threads.net/@missahippy
Depends if it’s not time dependent like a world secret I just drop more hints later if it is immediate like a puzzle I will allowe an intelligence, smarts, wise roll to see if there character can figure it out
gmsdms.podcast
https://www.threads.net/@gmsdms.podcast
If it’s super important – just give it to them! Not everything needs a roll 🙂
ehzed_ca
https://www.threads.net/@ehzed_ca
If I’m doing the recap of the previous session before the next one, if there was something they got a hint of but didn’t really pay attention to, I’ll mention it again then.
pastor_librarian
https://www.threads.net/@pastor_librarian
Always put down three clues that point to what they need and don’t hide the clues. If plot-crucial info is behind a secret door, it’s setting them up for failure.
deist_after_dark
https://www.threads.net/@deist_after_dark
Be sure to furnish your environments with objects that you can adapted into your story.
Was an NPC, intended to share info, eradicated under unforeseen events? The desk you furnished in an adjacent room can provide communications that fill in the missing exposition. If your group enjoys meta humour then you also have the opportunity to share the failure of your original plan and how they thwarted it.
omniscient.panda
https://www.threads.net/@omniscient.panda
Honestly, I’m a fan of just letting events happen even if the players don’t pick up on it and letting them deal with consequences. (Example, PCs ignore hook, fail to prevent important npc death, well now the NEW Duke has raised taxes and is a problem for everybody.)
goraan93
https://www.threads.net/@goraan93
So things they need are never hidden, but extra stuff is, and if they miss the extra stuff then oh well. We may talk about it after that stuff no longer matters
crfsanders
https://www.threads.net/@crfsanders
One thing I do is write a narrative summary after sessions and put the important clues in there again with a bit of emphasis.
thedungeonslime27
https://www.threads.net/@thedungeonslime27
I make the important ones for an adventure super obvious.
jeffwalklin
https://www.threads.net/@jeffwalklin
I have to repeat the clues several times.
Many many times.
Repeat. Repeat. Repeat.
vonfunkenstein
https://www.threads.net/@vonfunkenstein
I don’t make the clue be dependent on the source, the clue could come from alternative sources
Data Breakdown
A common thread throughout the answers given was tailoring clues to the player’s interests and character traits to help make them more engaging. The players should be able to miss clues, hints, or events, and have the consequences of their actions or inaction move the story forward. Repeating important clues and details gives the players multiple opportunities to pick up what you’re putting down. Also mentioned was to not tie the clues to a single source, make essential clues obvious, and not lock crucial information behind skill checks or puzzles.
Other tactics include engaging players through NPCs, unexpected dice rolls, or providing extra opportunities for proactive characters to keep the mystery alive. Lastly, just let the players be creative by using objects in the environment, a heist flashback scene, or alternative sources to communicate when events change unexpectedly. Any and all of these strategies help create a dynamic game experience that ensures everyone enjoys the adventure in their own way!
As always, good luck with your next session. I believe in you! See you in the future.
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