@Misadventure said:
would you be fine if you went in to a investigation scene, rolled crappy, and then either the GM told you flat out that the investigation will bear no fruit unless something false in your lap in a few weeks, or even playing through all the dead ends etc and not getting any further? And that was that? Would you expect several more chances for whatever reason, like another crime in the string, or someone offering info? Or no?
I would be fine with playing out some dead ends then having another change with the next crime scene in the mystery.Most game style mysteries i have seen regardless of system had more then one incident in furtherance of the antagonists objective. Just like the PC don't need to win every fight they don't need to solve every thing at the first attempt. A good GM has a backup plan and a way to get player back on track if the first attempt is not successful. Look at the mystery genre, sometimes the protagonists miss things and don't realize it until later.
To be making a bad investigation roll and having it mean OK you never solve the mystery is like the oh you blew your disarm trap roll everyone dies. Character should have failures and successes and grow from them. Maybe blowing the first roll means the villain has more time to plan or had more men or guns when the times comes to face him that is fine tow there are lots of ways to have failure add to the story rather then take away from it. Maybe by blowing an investigation roll I chase a bad lead to a biker bar and make and enemy there to add a sub plot. or something.
I have been the person running mysteries, and trust me I am not an author, nor am I perfect at all. I did this in Champions (superheroes, often with wacky powers and high skills), Deadlands (often little character skill, just player intelligence or imagination), GURPS (player skills and player intelligence).
In all cases, one major lesson was this: if you spend a lot of time on something, and the players never see it, it's as if it was never there.
This is unfortunately true. I know from experience. I just finished running a campaign where the PCs by dumb luck and choice managed to completely avoid one of the subplots I really wanted to include so a lot of prep time was wasted on my end. Yeah it kinda sucks but in one of the hazards inherent in running a game.
I often relied on the noir/hardboiled detective approach which was that persistence would inevitably get one of the hidden actors to act against you directly, and as player characters you were heroic enough to survive and learn critical info. Being super heroes really helped with that. I also made experts available, and had the players direct their efforts the same as they would direct their own: was there anything in particular they should look for,m or a theory they should try to prove/disprove?
I use this tactic a lot myself to nudge player back towards the right track of things.
In the end, I probably let the players succeed by giving many chances often.
I think we are closer to being like minds then it appears, I always give multiple chances and opportunities for players to succeed and do my best to have it so that when loses occur they add to the story rather then take away. For example in the campaign I just finished the PCs totally blew the initial plot arc, both through rolls and decisions. It could have been very justifiable that it would end with then getting killed and everyone leaving unhappy. Instead I had the PC noble lose his title and some other non permanent losses and a it gave the character added motivation and he had the opportunity later to regain his position which he was successful at.
To me when running something I always liked the rule of only have the players roll when both success and failure are interesting, which to be also imply a related one, as the gm if I have the players roll it is my job ot make sure that the success or failure that results leads to interesting things.
to try to bring this back to Star Trek somewhat, look at the shows there is frequently points where the characters are stymied and suffer setback but then by the end of the episode or plot arc had their moments of redemption to save the day.
And I honestly have no clue what system I would use to simulate the feel of Star Trek in a game.