I'm pretty new to the world of GMing, and I'm planning on running the Bad Moon Rising campaign with my group over the next few, well, probably months. At the moment though, there's one point I've got to in my reading which I'm having an issue with.
When the judges investigate Bennetti's death, they might learn about Aiken Moon at that point. Certainly, the subsequent questioning of Anji Karter is all focused on Moon (if she was rescued from the kidnap then maybe she would spill the beans, but that's another if) and yet finding the information seems really difficult as it's locked behind an encrypted journal and the names have been changed in the journal entry. When reading the reasoning for the name "Drum" (a connection to Aiken Drum, the man in the moon), I was scratching my head to remember that tale myself, so don't want to rely on my players knowing it.
In order to lead them to Anji Karter, I was planning on producing a printout of Bennetti's clients which would include her name in the hope that they would see the anagram connection, but leading them to Moon is more difficult.
Since some knowledge of Moon at this point is crucial (even if it's just DiMaggio hauling them into the office to say "Drop it"), has anyone put the information in the path of their players in a different way?
Addendum: Of course, I then get to the next page in my reading and discover that DiMaggio spells it out for them if need be, but I'd still like to try and get an inkling of bad judge involvement in there a bit earlier.
When the judges investigate Bennetti's death, they might learn about Aiken Moon at that point. Certainly, the subsequent questioning of Anji Karter is all focused on Moon (if she was rescued from the kidnap then maybe she would spill the beans, but that's another if) and yet finding the information seems really difficult as it's locked behind an encrypted journal and the names have been changed in the journal entry. When reading the reasoning for the name "Drum" (a connection to Aiken Drum, the man in the moon), I was scratching my head to remember that tale myself, so don't want to rely on my players knowing it.
In order to lead them to Anji Karter, I was planning on producing a printout of Bennetti's clients which would include her name in the hope that they would see the anagram connection, but leading them to Moon is more difficult.
Since some knowledge of Moon at this point is crucial (even if it's just DiMaggio hauling them into the office to say "Drop it"), has anyone put the information in the path of their players in a different way?
Addendum: Of course, I then get to the next page in my reading and discover that DiMaggio spells it out for them if need be, but I'd still like to try and get an inkling of bad judge involvement in there a bit earlier.