[RPG] How to make skill use on investigations “important” but failure not derail the plot

investigationsavage-worlds

Well guys, following previous recommendations here I was able to build a Horror Themed Savage Worlds campaign that has made my players excited. However they're still getting used to the style, as well as I am. In order for them to hurt the major evils of the adventures they have to find their Form (physical appearance, name), Truth (How the creature came to be) and Reason (What the creature wants to), so they have to do research, kill lesser creatures, and run away from the big baddie of the adventure as they seek what it is.

Well, this is my problem:

How can I make them use skills significantly?

I'm used to railroading my players, even with mysteries, and I don't know how to put their skills for significant use. An example is, they usually require Streetwise or Investigation to gather clues and such, however, I wonder what to do if they fail the roll… If they fail they're not supposed to find anything, so chances they never finish the adventure are well, high, that and I have no idea how to give them additional, interesting ways for them to find the truth. So do I give it no matter what they rolled? How do I make use of their skills important and not just busy-work without having a failure on a roll completely stop their progress in the investigation?

Best Answer

If there is key information the PCs simply must find in order to advance the story, then you have to ensure that they find it one way or another. Following on from this idea, a fail on a skill roll doesn't necessarily have to indicate that you do not find anything. Instead it could mean a complication such as:

  • It takes longer than you thought it would
  • You are clumsy in your attempt and someone who you'd rather not know finds out about what you're doing. If what you were doing is illegal, then maybe the police are on your tail etc.
  • The information is incomplete
  • The information is partially incorrect
  • You get roughed up a bit
  • It costs more money in bribes
  • etc, etc

The key principle here is that you only make them roll when failure is interesting, and the above list gives a few ideas as to what 'interesting' might mean. If failure is not interesting then you should not make them roll at all.

On a side note, Deadlands Noir introduces some interesting mechanics for investigation focused stories, including tailing, patter, interrogation, beating the streets and hitting the books. The cost of failure is built into the mechanic for each of these, and they all tie into existing Savage Worlds skills.