I know why I bothered. Because character knowledge > player knowledge. Fuck yo' memory bullshit. I think the choices being incredibly vague made me much more likely to fail, personally.



Not you, though. That thing you did with your girl-in-the-woods adventure was neat, because given a chance to just look around, any player worth his salt is going to dive into it. And showing the player that one/two little things you did well, I could almost imagine you winking when I was later supposed to be looking for those two things(was it just one thing?). And I found it, because it was kept pretty simple, but I get the sense that I wouldn't have had to find it to avoid failure. You didn't throw in any red herrings. One though, maybe two on a good day, is the most I'd tolerate.