Three Clue Rule
Overview
The Three Clue Rule is a reliability heuristic for investigative and discovery-driven play. It treats every required conclusion as a potential chokepoint and solves that by redundant clue paths.
Core Rule
For any conclusion you want the PCs to make, include at least three clues.
Design Impact
- Reduces hard stalls from missed rolls, ignored details, or misinterpretation.
- Makes scenarios resilient to unpredictable player focus.
- Encourages richer environments where multiple approaches remain valid.
Extensions
- Apply the same redundancy to any chokepoint problem, not only mysteries.
- Use permissive clue-finding: reward clever investigative methods even when not pre-scripted.
- Keep proactive fallback triggers (new events, opposition moves, fresh incidents) to re-open momentum.
See Also
- Don't Prep Plots - Situation-first framework this rule complements
- GM Scenario Prep for Sci-Fi Games - Staged prep progression that integrates clue-based investigation at Stage 3 and beyond