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<blockquote data-quote="EzekielRaiden" data-source="post: 9632559" data-attributes="member: 6790260"><p>Yes, that is precisely how I am envisioning it--and, indeed, I intend to apply the method at some future point, if "solve a murder mystery" were to be something reasonable to occur in the world, as a result of the things the PCs are doing, interested in, or drawn by/toward. As noted previously, there is a reasonable thing that might link to this, if the party ever pays a visit to the City of Brass (which is just located in Jinnistan/genie country in this setting), as one of the prominent noble efreet there, Baron Afzal, has seen the party's investigative abilities first-hand--and past fiction has established that a "mere" Baron of that city is still important because it, more than any other Jinnistani city, is <em>deeply</em> fractious, so a murder or theft of diplomatic import is a reasonable thing that a couple of different established Fronts could do to advance their political power.</p><p></p><p>It's still a "oh, I could try to apply the Clue thing to my game" idea at present. But, very loosely, I can already see one potential issue: by the "the correct evidence is sealed in an envelope" method, the only possible clues are <em>negative</em> clues, meaning, proving that X <em>was not</em> involved in the mystery (e.g. the Candlestick was not used, Prof. Plum was not the murderer, the murder did not occur in the Conservatory, etc.), which is a bit of an unfortunate element--I would like to be able to include both positive clues and negative clues. I am not yet sure how to handle this, so it's a good thing it's unlikely the PCs will run into such a mystery any time soon.</p><p></p><p>One option could be having several envelopes with evidence, some negative and some positive, that way it's still possible to get positive clues along the way, even though most evidence will be negative (as is the case for most real-world mystery-solving--most suspects get eliminated, only a small number of items could be the actual murder weapon, etc.) An alternative could be designating one card per suspect as a positive clue, one as a negative clue, and one as ambiguous or an effort on that suspect's part to divert suspicion whether or not they're guilty. Naturally, for either of these approaches, I wouldn't open the suspect envelopes until the players interact with the associated suspect/source, thus I'd be "playing to find out what happens" as much as the PCs are.</p><p></p><p>Should you have any suggestions on how to adapt this "secret clues" method for proper TTRPG use, I would of course be all ears. Regardless of any disagreements we may have had, I have a great deal of respect for your input on pretty much any topic. (And if I have failed to express this in the past, I sincerely apologize.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9632559, member: 6790260"] Yes, that is precisely how I am envisioning it--and, indeed, I intend to apply the method at some future point, if "solve a murder mystery" were to be something reasonable to occur in the world, as a result of the things the PCs are doing, interested in, or drawn by/toward. As noted previously, there is a reasonable thing that might link to this, if the party ever pays a visit to the City of Brass (which is just located in Jinnistan/genie country in this setting), as one of the prominent noble efreet there, Baron Afzal, has seen the party's investigative abilities first-hand--and past fiction has established that a "mere" Baron of that city is still important because it, more than any other Jinnistani city, is [I]deeply[/I] fractious, so a murder or theft of diplomatic import is a reasonable thing that a couple of different established Fronts could do to advance their political power. It's still a "oh, I could try to apply the Clue thing to my game" idea at present. But, very loosely, I can already see one potential issue: by the "the correct evidence is sealed in an envelope" method, the only possible clues are [I]negative[/I] clues, meaning, proving that X [I]was not[/I] involved in the mystery (e.g. the Candlestick was not used, Prof. Plum was not the murderer, the murder did not occur in the Conservatory, etc.), which is a bit of an unfortunate element--I would like to be able to include both positive clues and negative clues. I am not yet sure how to handle this, so it's a good thing it's unlikely the PCs will run into such a mystery any time soon. One option could be having several envelopes with evidence, some negative and some positive, that way it's still possible to get positive clues along the way, even though most evidence will be negative (as is the case for most real-world mystery-solving--most suspects get eliminated, only a small number of items could be the actual murder weapon, etc.) An alternative could be designating one card per suspect as a positive clue, one as a negative clue, and one as ambiguous or an effort on that suspect's part to divert suspicion whether or not they're guilty. Naturally, for either of these approaches, I wouldn't open the suspect envelopes until the players interact with the associated suspect/source, thus I'd be "playing to find out what happens" as much as the PCs are. Should you have any suggestions on how to adapt this "secret clues" method for proper TTRPG use, I would of course be all ears. Regardless of any disagreements we may have had, I have a great deal of respect for your input on pretty much any topic. (And if I have failed to express this in the past, I sincerely apologize.) [/QUOTE]
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