So, I have this big plot for my players that they've been working through for a few weeks. I have two groups, and right now one is working for one side of the plotline and the other group is working for the opposite side. Lots of fun. However, things are beginning to get interesting. One group's headed to Athabaska for a little bit of polar archeology (whee) while the other group gets to start working for the Draco Foundation.
What I'm working on right now is the Draco Foundation stuff. Here's the basics: they're going to contact the team because of an earlier extraction that the team performed with flying colors. That extraction, however, had a willing target. Well, actually it had an unconscious target so he was willing by default. Any road, I digress.
The Draco Foundation will be after a woman by the name of Gabrielle Rhyn. Ms. Rhyn, unbeknownst to her, is a drake. 'Course, the DF isn't going to tell the players that -- it might scare them away and what fun would that be. The players will be shown her picture and asked to track her down and convince her to come see the Draco Foundation. If she resists, they're to capture her and deliver her to the DF. The DF knows she's in Denver (where the game is set) but not what sector or exactly where.
I imagine that the decker could probably do an information search to find some leads about where she's been in Denver. Then I imagine that the team could start to follow her trail about town. Eventually, they'll find her living in a low-level apartment in the CAS sector of the city.
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One thing I've always had trouble doing this part of the run. I can do action, I can do adventure, and I can do horror, but the mystery and clue-dropping stuff is not my strong point. So, how do you all usually run such a scenario in your games? Any hints or tips you can throw my way? I'm trying to give my players some change in the normal routine before I toss the drakes, shedim, and 12000 old magical artifacts buried under the Athabaskan permafrost at them
