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.

  • Shyfer@ttrpg.network
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    2 天前

    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.

    • 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 天前

        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 天前

      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.