Paul Farquhar
Legend
You usually need to have multiple clues pointing in the same direction, since the players are not Sherlock Homes, they are bound to miss some. If they don't know there where other clues they can still go away feeling smug.
Be also prepared to have players find all the obvious clues, then one of them say "naaaah, it can't be the murderer. It had a mobile, the weapon in his room, recently had a fistfight with the victim about a purportedly stolen brooch that was found in his room as well... It's obviously a setup. The culprit must be John". At this point you try to remember John, a random NPC butler you vaguely mentionned 3 sesssions ago, as the players all concur that John it must be with 100% certainty. In these situations, I found it's better to roll with it if you can. Sure, the plot will be less airtight than when you designed it, but as the players will be convinced they are right, any "proof" will be taken as the proof they ARE right and not scrutinized as thoroughly as they would when confronted to a clue before they had their main "suspect".
Be also prepared to have players find all the obvious clues, then one of them say "naaaah, it can't be the murderer. It had a mobile, the weapon in his room, recently had a fistfight with the victim about a purportedly stolen brooch that was found in his room as well... It's obviously a setup. The culprit must be John". At this point you try to remember John, a random NPC butler you vaguely mentionned 3 sesssions ago, as the players all concur that John it must be with 100% certainty. In these situations, I found it's better to roll with it if you can. Sure, the plot will be less airtight than when you designed it, but as the players will be convinced they are right, any "proof" will be taken as the proof they ARE right and not scrutinized as thoroughly as they would when confronted to a clue before they had their main "suspect".
Speak for yourself.Your player aren't dummies.