Place clues and link them to secrets
Write a Clue as a single piece of evidence, drop it at the Locations where the party can find it, and connect it to the Secret it points toward.
Write a Clue as a single piece of evidence, drop it at the Locations where the party can find it, and connect it to the Secret it points toward.
The investigators kicked the cannery door open and they found nothing, because you wrote the Secret but not the path into it. A Secret without Clues is a closed door. Clues are the individual pieces of evidence the party finds along the way: a torn letter, a body in the alley, a story from a frightened witness. Each one leads them from where they are to another place, and each one points at the Secret behind the door.
You have a Secret in the Campaign and you want the party to be able to find their way into it.
Open the Campaign and click "Clues" in the sidebar.
Click the "+" button on the Clues page. The Clue editor opens.
Give the Clue a concrete, recognisable title. The burned letter, The brass key wrapped in oilcloth, The fishmonger's daughter, three drinks in. Single pieces of evidence, not whole arcs.
Write a description: what the Clue is, what the party sees or hears, what they can piece together if they look at it carefully. Write it for yourself at the table, not for the players.
Pick the Locations the Clue can be found at (the Clue's sources). A Clue can sit in more than one place if the discovery should be the same fact reachable from different angles.
Pick the Locations or Scenes the Clue leads to ("leads to"). A Clue's job is to move the party from one place to another, so a Clue with no destination is dangling.
Pick the Secret (or Secrets) the Clue points toward. The same Clue can point at more than one Secret when the discovery is load-bearing for multiple arcs.
Optionally pick the NPC who carries the Clue (for information Clues), the Faction it surfaces inside, or the Event that reveals it.
Save. Repeat. Most Secrets want at least two or three Clues to be reachable.
From the header's quick-create menu. The "+" icon in the top header opens the quick-create panel; "Clue" appears in the Campaign-scoped column.
From a Secret's detail page. The Secret's Clues section has its own "+" button that opens the Clue editor with the Secret pre-linked. Good when you're working an arc and the next Clue is already in your head.
From the canvas, by dragging a Scene-to-Location line. On the Canvas, grab the "scene source" handle on a Scene and drag it onto another Location. The canvas creates a new Clue, sets the source Location to the Scene's anchor Location, sets the destination to where you dropped, and adds the current Secret to the Clue's "leads to". The Clue is created in one gesture; open it from the canvas to fill in name and description.
A Clue can sit at more than one Location, and you should reach for this whenever the same piece of evidence could plausibly surface from different angles. The same overheard conversation might happen at the bar or at the church. The same name might come up from the bartender or from a torn page in the records room. Multiple sources make a Secret resilient: if the party skips the bar entirely, the Clue still has a path to land.
The party only needs to find it once. Putting it in three places means they probably will.
Aim for at least three Clues per Secret, and at least two Locations per Clue when it's plausible. If only one Clue exists, and only at one Location, the whole arc is sitting behind one die roll.