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.

    • Kapitine@feddit.nl
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      20 hours ago

      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.

    • Shyfer@ttrpg.network
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      2 days ago

      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.

      • Pteryx the Puzzle Secretary@dice.camp
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        2 days ago

        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.

        • Shyfer@ttrpg.network
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          2 days ago

          Ya, that makes sense. They seemed pretty similar in concept, I probably just misremembered something he said.

      • sbv@sh.itjust.works
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        2 days ago

        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.