> If you decide to build the adventure on the fly, you still need a strong opening scene and an idea for a logical next scene. From there, enlist your players’ help. Listen to them as they offer theories and make suggestions about where to go next. Nudge them a bit if they start thrashing about because either they don’t have enough information, have too many options, or can’t settle on a plan because of the risks. Use their Drives to scoot them onward....
The key risk here is anticlimax: the Sleuths have worked hard to solve the problem, only to find that the villain folds when first confro…