My main takeaway from this post is to provide more information to players than you think they need. Whether it’s redundant clues to a mystery, pointers to hidden treasure, or the revelation of a monster’s weakness.
In my early days DMing I definitely had bad experiences where I came up with a clever clue or riddle or whatever, assuming the players would figure it out. They have frequently either not been able to do that, miss the “totally obvious” clues I planted, or interpret whatever I provided wildly off the mark.
I’ve read this before, but I haven’t found myself using the Three Clue Rule explicitly. I also don’t generally run mysteries or investigations in my OSR games. For Call of Cthulhu, I most often run material I’ve adapted from published scenarios or campaigns rather than creating my own mysteries, but to some degree I implement the intent of the Three Clue Rule. If players do something smart or reasonable that should provide a clue even if I didn’t plan for it, I’ll either adapt a relevant clue on the spot, create a new one, or point them to the “real” clue. When doing this it helps to have the clues you planned compiled together in your head or in a list.
As far as the OSR not really following up on this, I think it dovetails nicely with Chris McDowall’s ICI Doctrine:
In RPGs, questions are gameplay.
I guess this is the hill I want to die on. I’ve written about it in relation to traps before, but it’s applicable to the rest of the game too. clears throat
Players cannot make a proper choice unless they have enough information!
Knowledge and Perception Rolls are the worst offenders of not understanding the importance of Information. When I see them in use I just wonder what could be lost by just giving the players the information?
I want players to imagine the situation their characters are in and think of a clever solution. Asking for more information should be rewarded! If they ask smart questions I give them great answers.
Whatever you’re planning, think in advance about how you’re going to present it to the players, and how you’re going to give them enough information to make a proper choice.