Hit your players over the head with multiple clues, and make sure that it's hard to get dead-ended.
The following is a ttrpg classic that I periodically reread: https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule
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Rules (wip):
Hit your players over the head with multiple clues, and make sure that it's hard to get dead-ended.
The following is a ttrpg classic that I periodically reread: https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule
Ya I think he's said something about replacing that advice with node-based adventure design or something, but this article by itself has helped me improve tons of mystery scenarios by itself that I think the advice works as is.
Good point. Node based design works particularly well for mysteries.
I think the general suggestion for having lots of redundant clues is still relevant, regardless of how the GM plans the adventure.