Tips for creating murder mysteries in my games?
Tips for creating murder mysteries in my games?
As the title says. I eventually want to run an impostor scenario/murder mystery in my World of Darkness game at some point, and would like some pointers.
Tips for creating murder mysteries in my games?
As the title says. I eventually want to run an impostor scenario/murder mystery in my World of Darkness game at some point, and would like some pointers.
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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
Seconding this, use self-contained scenes and clues that lead you from one scene to the next without requiring a strict plot to guide you.
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.
It's not that he replaced it, it's that he built on it. The Reverse Three Clue Rule used in his node-based design articles ("if the players have at least three clues, they'll draw at least one conclusion") is a corollary, not a refutation of his previous advice.
The main way it's changed since he wrote this article (and since he wrote his Node-Based Design series, for that matter) is that he distinguishes between clues and leads, which he didn't at the time.
Ya, that makes sense. They seemed pretty similar in concept, I probably just misremembered something he said.
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.