I did add the cipher for them to have something they need to decode themselves. And then the clues themselves are going to be a combination. For example, though the idea that the rhyme is connected to the feywild is character knowledge, how they actually make it there will be up to them. I don't actually have a specific solution. If they come up with something that fits, like standig in the center (inbetween) of a doorway (of the inbetween) at midnight (at the inbewteen o'clock) i will allow that. But could be whatever they come up with.
That's the kind of play-focused design I appreciate so much in the OSR scene. I respect the hell out of that philosophy.
It seems to me that if you give players a list of riddles to carry around, they'll usually hunker down and solve them all at once. Maybe the notebook is instead some kind of information storing artifact, whose memory banks must be jogged by going to the quest locations? So they don't get all the clues at once, and you can even provide hints if they're struggling. It's a little contrived, but that's basically how Lulu works in the Descent into Avernus module, and nobody's mad about her.
particularly like what you said about locations or scenes as I tend to call them, then in you subsequent post you pose the idea of the notebook being still relevant later...
much of the information in the notebook may be well the highly relevant in certain locations...
for example the notebook points towards JustinDarkness's Desk of Chaos - the leathermans jaws open on the wilderness you seek - the party finds it way to my desk dimension - the party is confronted with towering chaos that is JustinDarkness's desk but they see a leatherman multi tool in plier configuration its jaws around a real nature wilderness doggy sweety container... my point being " the leathermans jaws open on the wilderness you seek " is quite useless until you see the location (scene)
the adventures reach for the doggy sweetie container when a dark thought enters their heads "you didn't think it would be that easy did you?"
Evil_Lynn I realize you said as much earlier "Some of the other clues are also going to be more things that will help them out later" just my way of going through that train of thought
Mmm... I should probably clean my desk oh and give cora a sweety
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
One issue with fun obscure clues and mysteries is that if the players don't get them, the game grinds to a halt. These are things you need them to succeed on.
So I always make these things incremental. They find a clue that may have all the info they need, but the chance of them cracking the full thing is low. That's ok, because one of the lines (or a footnote, or however you want to include the info) points to where to find a second clue. Each successive clue uncovered makes things a little more clearer and obvious, so they can't really fail (and that's how it should be if your campaign requires them to get there), but being clever is still rewarding by providing a shortcut.
That's the kind of play-focused design I appreciate so much in the OSR scene. I respect the hell out of that philosophy.
It seems to me that if you give players a list of riddles to carry around, they'll usually hunker down and solve them all at once. Maybe the notebook is instead some kind of information storing artifact, whose memory banks must be jogged by going to the quest locations? So they don't get all the clues at once, and you can even provide hints if they're struggling. It's a little contrived, but that's basically how Lulu works in the Descent into Avernus module, and nobody's mad about her.
ChoirOfFire cool
particularly like what you said about locations or scenes as I tend to call them, then in you subsequent post you pose the idea of the notebook being still relevant later...
much of the information in the notebook may be well the highly relevant in certain locations...
for example the notebook points towards JustinDarkness's Desk of Chaos - the leathermans jaws open on the wilderness you seek - the party finds it way to my desk dimension - the party is confronted with towering chaos that is JustinDarkness's desk but they see a leatherman multi tool in plier configuration its jaws around a real nature wilderness doggy sweety container...
my point being " the leathermans jaws open on the wilderness you seek " is quite useless until you see the location (scene)
the adventures reach for the doggy sweetie container when a dark thought enters their heads "you didn't think it would be that easy did you?"
Evil_Lynn I realize you said as much earlier "Some of the other clues are also going to be more things that will help them out later" just my way of going through that train of thought
Mmm... I should probably clean my desk oh and give cora a sweety
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
One issue with fun obscure clues and mysteries is that if the players don't get them, the game grinds to a halt. These are things you need them to succeed on.
So I always make these things incremental. They find a clue that may have all the info they need, but the chance of them cracking the full thing is low. That's ok, because one of the lines (or a footnote, or however you want to include the info) points to where to find a second clue. Each successive clue uncovered makes things a little more clearer and obvious, so they can't really fail (and that's how it should be if your campaign requires them to get there), but being clever is still rewarding by providing a shortcut.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm