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  3. Tips for creating murder mysteries in my games?

Tips for creating murder mysteries in my games?

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  • atlas48@ttrpg.networkA This user is from outside of this forum
    atlas48@ttrpg.networkA This user is from outside of this forum
    atlas48@ttrpg.network
    wrote on last edited by
    #1

    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.

    Pteryx the Puzzle SecretaryP S S Mike (Sly Flourish)S 4 Replies Last reply
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    • atlas48@ttrpg.networkA atlas48@ttrpg.network

      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.

      Pteryx the Puzzle SecretaryP This user is from outside of this forum
      Pteryx the Puzzle SecretaryP This user is from outside of this forum
      Pteryx the Puzzle Secretary
      wrote on last edited by
      #2

      @Atlas48 First off, know from the outset whether you want to run a genuine mystery scenario, with an actual truth under the hood where the point is to overcome the challenge of finding that truth, or engage in mystery-*shaped* storytelling where the goal is to end up with a tale that resembles a mystery from the outside while not actually taxing the players' brains. Advice varies wildly depending on which you're doing.

      R 1 Reply Last reply
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      • atlas48@ttrpg.networkA atlas48@ttrpg.network

        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.

        S This user is from outside of this forum
        S This user is from outside of this forum
        suck_on_my_presence@lemmy.world
        wrote on last edited by
        #3

        There's a YouTube channel called Pointy Hat that has a really great video on murder mysteries, or mysteries in general and how to theme them and drop clues. Highly recommend

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        • atlas48@ttrpg.networkA atlas48@ttrpg.network

          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.

          S This user is from outside of this forum
          S This user is from outside of this forum
          sbv@sh.itjust.works
          wrote on last edited by
          #4

          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

          K 1 Reply Last reply
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          • S sbv@sh.itjust.works

            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

            K This user is from outside of this forum
            K This user is from outside of this forum
            kapitine@feddit.nl
            wrote on last edited by
            #5

            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.

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            • atlas48@ttrpg.networkA atlas48@ttrpg.network

              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.

              Mike (Sly Flourish)S This user is from outside of this forum
              Mike (Sly Flourish)S This user is from outside of this forum
              Mike (Sly Flourish)
              wrote on last edited by
              #6

              I wrote an article with my thoughts on running mysteries here:

              Link Preview Image
              Running Investigations and Mysteries

              This article is one in a series where we look at types of adventures and examine how we prepare them. how we run them. what pitfalls we might run into. how we avoid these pitfalls. These articles in...

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              (slyflourish.com)

              Pteryx the Puzzle SecretaryP 1 Reply Last reply
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              • Mike (Sly Flourish)S Mike (Sly Flourish)

                I wrote an article with my thoughts on running mysteries here:

                Link Preview Image
                Running Investigations and Mysteries

                This article is one in a series where we look at types of adventures and examine how we prepare them. how we run them. what pitfalls we might run into. how we avoid these pitfalls. These articles in...

                favicon

                (slyflourish.com)

                Pteryx the Puzzle SecretaryP This user is from outside of this forum
                Pteryx the Puzzle SecretaryP This user is from outside of this forum
                Pteryx the Puzzle Secretary
                wrote on last edited by
                #7

                Concerning decoupling clues from locations, though, that only sometimes makes sense. It's commonplace for the intersection of a piece of evidence to only be meaningful in a particular context, and sometimes that context is the location in which it's found.

                That being said, if you can't move a clue, it becomes more important to make sure there are multiple ways to learn about it. Maybe if the PCs don't see the muddy footprint in the garden, the gardener did.

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                • Pteryx the Puzzle SecretaryP Pteryx the Puzzle Secretary

                  @Atlas48 First off, know from the outset whether you want to run a genuine mystery scenario, with an actual truth under the hood where the point is to overcome the challenge of finding that truth, or engage in mystery-*shaped* storytelling where the goal is to end up with a tale that resembles a mystery from the outside while not actually taxing the players' brains. Advice varies wildly depending on which you're doing.

                  R This user is from outside of this forum
                  R This user is from outside of this forum
                  rhaxapopouetl@ttrpg.network
                  wrote on last edited by
                  #8

                  I wonder, in a mystery-shaped storytelling, if starting the adventure by secretely telling a random player "you're the murderer, you killed that person at this time with this weapon at this place" could help you build the mystery part since it would eventually result in having sometimes contradicting information and fake evidence planted by the culprit

                  Pteryx the Puzzle SecretaryP 1 Reply Last reply
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                  • R rhaxapopouetl@ttrpg.network

                    I wonder, in a mystery-shaped storytelling, if starting the adventure by secretely telling a random player "you're the murderer, you killed that person at this time with this weapon at this place" could help you build the mystery part since it would eventually result in having sometimes contradicting information and fake evidence planted by the culprit

                    Pteryx the Puzzle SecretaryP This user is from outside of this forum
                    Pteryx the Puzzle SecretaryP This user is from outside of this forum
                    Pteryx the Puzzle Secretary
                    wrote on last edited by
                    #9

                    Nah, Mafia/Werewolf is actually a third option, and served by games that exist outside "our" roleplaying industry. Look into murder mystery party games for that.

                    By "mystery-shaped storytelling" I mean more stuff like Brindlewood Bay, InSpectres, Technoir... stuff where even who did it and how just isn't decided at the start.

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                    • Pteryx the Puzzle SecretaryP Pteryx the Puzzle Secretary

                      Nah, Mafia/Werewolf is actually a third option, and served by games that exist outside "our" roleplaying industry. Look into murder mystery party games for that.

                      By "mystery-shaped storytelling" I mean more stuff like Brindlewood Bay, InSpectres, Technoir... stuff where even who did it and how just isn't decided at the start.

                      R This user is from outside of this forum
                      R This user is from outside of this forum
                      rhaxapopouetl@ttrpg.network
                      wrote on last edited by
                      #10

                      I know. I played Brindlewood Bay, and we felt that the endings were a little off because of the gameplay rules.
                      That's why I was wondering about throwing an impostor out there to see what would come of it.

                      Pteryx the Puzzle SecretaryP 1 Reply Last reply
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                      • R rhaxapopouetl@ttrpg.network

                        I know. I played Brindlewood Bay, and we felt that the endings were a little off because of the gameplay rules.
                        That's why I was wondering about throwing an impostor out there to see what would come of it.

                        Pteryx the Puzzle SecretaryP This user is from outside of this forum
                        Pteryx the Puzzle SecretaryP This user is from outside of this forum
                        Pteryx the Puzzle Secretary
                        wrote on last edited by
                        #11

                        @Rhaxapopouetl That doesn't really seem compatible with "roll to see if your theory is correct at the end"...

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                        • Pteryx the Puzzle SecretaryP Pteryx the Puzzle Secretary

                          @Rhaxapopouetl That doesn't really seem compatible with "roll to see if your theory is correct at the end"...

                          R This user is from outside of this forum
                          R This user is from outside of this forum
                          rhaxapopouetl@ttrpg.network
                          wrote on last edited by
                          #12

                          True, but OP wants to run an impostor/mystery, so i feel i'm not completely out of touch, there.

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