[RPG] How to help the PCs remember clues that they found

cluesdnd-4egm-techniques

I'm a new DM running my first adventure in D&D 4e. I've heard of the "three clue rule", that there should be at least three independent pointers to any plot element you want the PCs to take note of, in places where it's likely the PCs will find them. This seems to be mostly working. The players are good about recognizing a clue as a clue when they find it. However, the problem is that the players have extremely short memories, and often forget they're carrying around a crucial piece of evidence, even when I have NPCs ask the PCs what proof they have of their assertions.

I'm at a loss for what to do here. Should I punish them ("Your words are worthless, maybe a stay in the dungeons will teach you not to make false accusations"), ignore their lapse ("I'll believe you…this time"), or what?

Similarly, they completely forget about minor quests ("return the stolen cask of ale") that they've gotten from NPCs questgivers, even when other NPCs remind them about it. I was counting on them completing the quest in order to give the PCs a reward (namely, better weapons). Should I withhold the reward or just give it to them anyway?

Best Answer

Probably the easiest way to avoid forgetting a few key things is to use a physical prop.

When you have an important bit of information or a "quest item," write it down on a notecard and physically hand it to the players.

You're not "giving away" anything if they've already identified the thing as important by themselves. But now they have a handy reminder sitting around on the table, and flipping through their small (keep it very small!) stack of cards is a good way to catch up on loose ends at the beginning of a session.


This approach may seem like you're "going easy" on them compared to making them keep their own notes (because, well, you are!), but consider:

  1. When the players forget something that the PCs really shouldn't, does it lead to interesting situations or frustrating situations? If it's interesting, maybe you should make them work for a it a bit and throw some complications their way. If it's just frustrating, though, then it's in everyone's interests, including the GM's, to avoid the problem altogether.
  2. Pacing matters. If your challenges and rewards emphasize caution and detailed record-keeping, games tend to be slower. Groups that thrive on the action-drama aspect of adventure gaming benefit from play procedures that streamline and simplify record-keeping.
  3. If the players liked taking notes, you probably wouldn't have this situation in the first place. So I'm assuming they don't.