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General Tabletop Discussion
*TTRPGs General
Designing a murder mystery
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<blockquote data-quote="Gilladian" data-source="post: 1244813" data-attributes="member: 2093"><p>Beware of several "spoiler spells" such as divination, detect lies and charm person. Figure out whether your PCs are likely to use them, and then make notes to yourself how to deal with the effects. Don't try to "foil" every use of them, but decide if they have charm available, what the reactions of each person will be if charmed. Remember, a murderer may think you are his friend, but that doesn't mean he confesses to you. In fact, he may decide that as his friend, you are the easiest one to pin the crime on; after all if you like him, you'll want to cover for him, right?</p><p></p><p>Also beware of the possibility that the PCs will be so obtuse as to fail to notice major clues. Every clue needs to have at least two ways to lead to it. And you need a way to break them away from a bad train of thoughts/events if they start following a red herring too seriously. An NPC can help here, but be careful not to overuse the device. </p><p></p><p>A dinner party also makes an excellent venue to drop leads to later storylines; meeting potential employers, overhearing or seeing deals being made, or romances beginning/ending, or enemies being made are all potential ideas.</p><p></p><p>I really enjoyed a little mystery called the "Murder of Seven Points" that I ran for my gamers a couple of times. It's one of those half-sized modules; I don't remember who put it out. I rewrote it extensively for my campaign, because it really was rather weak and cliche'd, with a killer trying to complete a ritual to waken a demon. But there's a barebones plot there which fleshes out nicely.</p><p></p><p></p><p>Gilladian</p></blockquote><p></p>
[QUOTE="Gilladian, post: 1244813, member: 2093"] Beware of several "spoiler spells" such as divination, detect lies and charm person. Figure out whether your PCs are likely to use them, and then make notes to yourself how to deal with the effects. Don't try to "foil" every use of them, but decide if they have charm available, what the reactions of each person will be if charmed. Remember, a murderer may think you are his friend, but that doesn't mean he confesses to you. In fact, he may decide that as his friend, you are the easiest one to pin the crime on; after all if you like him, you'll want to cover for him, right? Also beware of the possibility that the PCs will be so obtuse as to fail to notice major clues. Every clue needs to have at least two ways to lead to it. And you need a way to break them away from a bad train of thoughts/events if they start following a red herring too seriously. An NPC can help here, but be careful not to overuse the device. A dinner party also makes an excellent venue to drop leads to later storylines; meeting potential employers, overhearing or seeing deals being made, or romances beginning/ending, or enemies being made are all potential ideas. I really enjoyed a little mystery called the "Murder of Seven Points" that I ran for my gamers a couple of times. It's one of those half-sized modules; I don't remember who put it out. I rewrote it extensively for my campaign, because it really was rather weak and cliche'd, with a killer trying to complete a ritual to waken a demon. But there's a barebones plot there which fleshes out nicely. Gilladian [/QUOTE]
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