
kbowen0188 |
Coming from other systems, I knew for sure that my players would be very confused by a haunt. One player had even prepped for ghosts, so I knew he was going to be baffled when the ghosts in the haunt didn't react to the skills he had that could cause damage to a ghost, all because there are usually pretty specific requirements with removing the haunt.
So, I was just honest with them. I used a simple haunt and openly explained how the whole haunt thing works. I then also let them know that a lot of the time I wouldn't be holding tightly to the requirements for removing the haunt as long as their method made sense for the haunt. I try to encourage open brainstorming and experimentation early on in a new system.
If anything, for your situation, I might even adjust the haunts I use so that the solutions are more in line with how my group thinks. Sometimes that requires me to adjust quite a bit of the haunt, sometimes on the fly. There was one that they were very obviously getting frustrated with, and the cleric mentioned that maybe a basic prayer to help pass them on would work. This wasn't a solution I had thought of, but it made sense. The haunt was there because of a murder, they were angry because of that murder, and someone getting through to them and helping perform the rites to move them on made sense. And then the player was super proud he had come up with a simple but effective solution for that one particular haunt.