Category Archives: Design

These articles explain how we design our murder mystery games.

Rules for Locations

A Heroic Death introduced a new concept for us – locations. And with locations comes rules for using them. We’ve since also use them in Lord and Lady Westing’s Will, and also the 7 expanded characters used for Murder at Sea. While each game will have its own specific location rules to suit that particular game, these are the rules upon which they are based.

Locations

Some locations within the game will contain important clues or items. These locations are not necessarily accessible to everyone (access may be restricted to those with a key or a special ability) and must be managed with location logs. The log is simply a sheet to track key information about the location – an example is below.

Location log
Sample location log

During the game, keep the log updated as things change. So if Cat Burglar sneaks into the room and steals the money, give her the money and update the log (cross off the money and make an entry in the notes to say that Cat stole the money).

Keeping the log up to date means that you don’t have to remember everything, and if you are using more than one host then the log keeps things consistent between them.

A couple of abilities that are relevant for locations:

  • Observant: You are very observant: if you spend extra time studying an item or area, you can sometimes uncover additional information. See the Host for details.
  • Pick lock: You can pick any lock. See the host for details.

Adding locations to existing games

Lockpicks
Lockpicks

You can, if you want, add these rules to one of our existing games. For example, you might want to create stateroom locations in Death on the Gambia so that the players have somewhere to hide their stuff. Here’s how you might go about that:

  • First create a log for each stateroom.
  • Decide on who can access each location – in this case I suggest whoever is staying in the stateroom, plus the Captain and the First Mate (you could make up some “Skeleton Key” cards for them).
  • Decide who else might be able to access the room – some of the shady characters might have suitable skills. You could create lockpick item cards for them, or just remember that they’re the kinds of characters who could pick a lock and let them do so when they ask.
  • Decide if any items start in those rooms – if you do this you will need to tell those characters that’s what you have done.
  • You might also want to create some blank location logs – just in case someone during the game comes up with a good idea for a location.

You probably don’t want to create location logs for every single location in your game – that shouldn’t be necessary. (We only do it for key locations.) If you do, then you might want to think about some help as the host – you could give your co-host the job of looking after the locations./p>

Fifteen playtest questions

Our next game, A Speakeasy Slaughter, has reached playtesting. It’s been playtested twice, but we want to test it one more time. When we test our games, we are looking mainly for player feedback (as opposed to feedback from the host, which is what we usually get from our customers). Here are the questions we ask our players:

  1. Which character were you playing?
  2. Have you played any murder mystery games before?
  3. Have you played any of our (Freeform Games) murder mysteries before? – if so, which?
  4. How easy was your character sheet to understand? – were there any specifics that you thought should be explained in more detail?
  5. What did you think about your abilities, Secret and Clue?
  6. How clear was the game background (the introduction, the newspaper, etc)? Were there any other things that you thought should be included in these background docs?
  7. Did you feel you had too much to do, too little to do, or somewhere inbetween?
  8. Did you feel the game started too slowly, or finished too anticlimactically, or any other timing-related problems?
  9. Did other characters interact with you as much as you would have liked? As many of them as you would have liked?
  10. Your character goals were meant to be realistic, reasonable and challenging – do you think they were?
  11. If you looked at your Tips for Beginners, did you find them helpful?
  12. Did you guess the murderer correctly? If not, who did you think it was?
  13. Do you have any recommendations for how we could improve your character?
  14. Do you have any recommendations for how we could improve other aspects of the game?
  15. If you’ve played others of our games, how did you feel this one compared for clarity and enjoyability?

Update: The game has now been published as A Speakeasy Murder.

Cover to A Speakeasy Murder

Game layout

We love it when our customers adapt our games and make them their own. We’ve seen bespoke invitations, badges, items, handouts and character booklets. In fact, I think that anything that could be customised has been customised.

 Of course, we’re slightly embarrassed that our basic layout isn’t a bit better. But we’re the first to admit that design layout isn’t our strength (our strength is, we hope, writing and developing hugely entertaining murder mystery party games).

Despite appearances, we do think about layout quite a bit. For example, we know that our games are often played in dim lighting by people whose eyesight probably isn’t as good as it once was. So we try to make sure our game materials are clear and easy to read. (Black text on a white background might not be trendy, but it’s clear and easy to read.)

Hollywood Lies Character Pack
A typical character pack from Hollywood Lies

Our games’ layout has also changed (and improved, we think) over the years. So we’ve combined the abilities, secrets and information into the main character files so reduce the number of different pieces of paper. (Unfortunately we still need to update the old games – there’s just too much to do!)

We’ve dipped our toe into the murky waters of “professionally designed” layouts with A Dead Man’s Chest. We have to be honest, we’re not completely convinced by the result. And sales are basically no different from before the change – which is encouraging as it suggests that the quality of our games is more important than how they look. But it has meant that we haven’t rushed to getting all our games professionally laid out.

Plus if the look of our games were “better”, it might take away our customers’ opportunity to be creative with the components.

In case you’re wondering how that works, we don’t use anything fancy for our layouts. Mo uses Microsoft Word and Steve uses Libreoffice and then we create pdfs from them. The big advantage of using a standard system is that we can provide the original files if one of our customers wants to customise their party. That’s not so easy if all we have is an Adobe InDesign file from a professional.

We’re occasionally talk about exploring other layouts for our games – but to be honest we’re unlikely to change the formula without good reason.

Updating our abilities

This could probably be filed in the “should have done this sooner” drawer. We’ve just finished an analysis of our many and various abilities. We’ve copied all the abilities into a single spreadsheet so that we have everything in one place.

And now that we can see all 500+ abilities in one place, we’re marvelling at some of the contradictions.

For example, we found eight different variations on the Not so Fast! ability. We found some abilities that had different wordings in the same game. We found some abilities that have different effects in different games.

A sample ability
A sample ability

All this leads to inconsistency – we don’t want you to have to relearn the abilities every time you play. Once you’ve learned Not so Fast! you shouldn’t have to re-learn it.

This has crept up on us over time. Our approach to abilities has changed over time. As an example, an early version of Sudden Insight states “After talking for five minutes with any person, you realise that they revealed more than they intended. They must show you everything on their “Information” card.” Feedback from players suggested that some players were timing themselves to the second so that they could play the ability. That wasn’t really what we intended – we just wanted them to talk for a short while. So later versions said “After talking briefly to …” or even just “After talking to…”. But we didn’t then go back and change the original abilities.

So we’ve agreed on some standardised wordings for our “standard” abilities, the ones we use time and again. For example, Sudden Insight will now say: “After talking to another player, you realise that they have revealed more than they intended. They must must show you their Clue.” (As discussed previously, Clue is our new term for Information.)

And we’re going to sort out all our old games and bring them up to standard. (This isn’t going to happen overnight, obviously.)

So when you see Sudden Insight in Court in the Act, you know that it’s going to have the same effect as Sudden Insight in Casino Fatale.

The only things that may change are flavour text and restrictions. We sometimes use flavour text to give the abilities a bit of colour and make them fit the character. And in some cases we put a restriction on an ability (in Happy Birthday R.J. the Harrington Stock cannot be pickpocketed, for example). However, neither flavour text or restrictions change the basic effect of the ability. We will also ensure that the balance of abilities is about right.

For example, Hollywood Lies currently has over 20 versions of “I love talking to people – I never know what I’m going to learn!” We’re going to replace some of those with abilities that do slightly different things so that there’s a good variety.

First games to get the new abilities will be Lord and Lady Westing’s Will and Death on the Gambia.

Writing an optional character for a FFG murder mystery game

Sometimes more guests attend a murder mystery party than you originally envisaged. While some of our games have additional character packs that allow you to add up to 10 extra characters, most don’t. In that situation you may need to write an additional character (or two).

We will provide templates so that you can create your characters in the right format so that they don’t stand out too much from the “real” characters (just contact us to get a template). And we will also award anyone with a free game if they create a character that we like and publish on our site. But what we haven’t done is provide advice on how to write those extra characters. Until now.

For the purposes of this article, we’re going to create a couple of imaginary optional characters for an imaginary murder mystery party: Murder at the Ball. Murder at the Ball is a murder mystery set in the world of fairytales – characters include Prince Charming, Cinderella, Snow White, the Wicked Witch, Sleeping Beauty, Beauty, the Beast and other familiar characters. The setting is the grand ball, where all the plots will unfold.

Two extra characters

We’ve realised that we need two extra characters as we have two more guests coming than originally expected.

Here are some typical types of extra characters that we find fairly easy to add:

  • Assistants, deputies, underlings
  • Rivals and enemies
  • Family – close relatives (sons, daughters, husbands, wives, brothers and sisters)
  • Characters linked to plots that involve lots of people
  • Investigator-types – reporters, extra detectives
  • Spies or diplomat in a national diplomacy or espionage games

So the first thing to do is to decide what additional characters to add. Having read through the game we’ve decided to add Fairy Tulip, an assistant to the Fairy Godmother, and Jack the Giant Killer (from Jack and the Beanstalk). We’ve decided to pick these two because we believe the Fairy Godmother already has plenty to do and Murder at the Ball has a plot all about electing a new Mayor, which involves a lot of people and we can fit Jack into.

Way out West
Way out West

Background

We usually start our character backgrounds with a brief summary of who the character is and why they are present in the game:

  • “You are Fairy Tulip and you are here to help the Fairy Godmother.”

  • “You are Jack the Giant Killer and you are here because you want to become Mayor.”

Then we explain any background information that the characters know (including links to other plots), along with what they need to achieve. So for Fairy Tulip, this would include some of the things that the Fairy Godmother is working on that she can help with. We would refer to the Fairy Godmother’s character sheet for examples – but we wouldn’t copy it word for word, but instead write it from Fairy Tulip’s perspective.

For Jack, we would look at other Mayoral candidates and use their description of how the election works in Jack’s background.

Do the same with other plots. For example, we would normally tie them into the murder plot. For example, it could be that Fairy Tulip was a close friend of the victim, and is therefore motivated to find the murderer. With Jack, on the other hand, we might decide that some of the clues that point to the murderer also point to Jack – turning him into a suspect.

Where possible we try to include conflict in our plots. So Fairy Tulip might not agree with all of the Fairy Godmother’s plans, and might actually be working to foil one or two. Similarly, Jack could be a rival to one of the other Mayoral candidates.

Goals

The goals section of our character sheets are a reminder and clarification of that character’s objectives. They shouldn’t add anything new that isn’t already covered by the background. The number of goals varies from game to game and character to character, but four goals is a good number to aim for.

Death on the Gambia
Death on the Gambia

Other People

We use the Other People section of the character sheet to add useful snippets of information about other characters in the game that our new characters know. We try not to repeat the information on the cast list as that doesn’t add anything new. Instead, we prefer to add something that lets our character strike up a conversation, either with that person or someone else.

Our new characters should need no more than five or six Other People entries, so they won’t need an entry for everyone.

We find it useful to look at the Other People sections of the original characters. In many cases those entries can be copied word for word as they often reflect things that they have seen or have heard stories about – and our new characters might have seen those same things or heard those same stories.

Some examples:

  • Prince Charming: You met Prince Charming earlier and he told you that he was looking for a glass slipper.
  • Snow White: You’ve heard a rumour that Snow White has been living in the forest with some dwarves.

Tips for beginners

Tips for beginners consist of two actions that the person playing your new character can do at the start of the game. The idea is to give them something to get them going, to start the game with a bang. We don’t tend to include actions that will directly solve their goals – the idea is to get a new player started, not solve their goals for them.

In our example, Fairy Tulip might have an action to report to the Fairy Godmother and ask if there is anything she can to do help, while one of Jack’s actions might be to talk to Prince Charming about the glass slipper.

Abilities

The easiest way to give abilities to our new characters is simply to copy some abilities from the other characters. If you’ve played one of our other games, you could also copy an ability from that game.

We normally give each character three abilities (some of our older games don’t follow this rule, however – do whatever suits the game, but three is about right).

Secret and Information/Clue

Most characters have a guilty secret that they don’t want anyone else to know – that’s what goes in their Secret. This is usually pretty incriminating, although we don’t put the identity of the murderer in Secrets because we want the murder to be solved by using deduction rather than abilities!

Information/Clue contains a piece of information that the character knows. This relates to one of the plots, often the murder plot. We put key information here to ensure that it circulates around the game (to those that need to know) via the use of abilities.

Items and money

Our new characters may need items that are both needed for their backstory and help with other plots. For example, Fairy Tulip ought to have a wand and Jack the Giant Killer might have some magic beans, a golden harp and (perhaps) and axe.

Information for the original characters

Once we’ve finished our characters we need to link them to the original characters. If we don’t do that then our new characters may struggle to interact with the original characters.

We first decide who needs to know these new characters. Where we have created an assistant or a family member then they will need to know who this new character is, but there will also be other characters who will know something about your new characters.

In our example, clearly the Fairy Godmother will need some information to introduce Fairy Tulip, and Fairy Tulip may well be known by other characters as well.

Where we’ve told one of our new characters that they have interacted previously with an original character, then it is important to tell that character of the interaction. For example, we added to one of our characters that Prince Charming had told them that he was looking for a glass slipper (see Other People, above). It’s worth telling Prince Charming that he has asked Jack the Giant Killer about the glass slipper but that Jack didn’t know where it was.

When we give our characters guilty secrets, we make sure that another character either knows their secret already, or has clues that they aren’t what they seem. For example, suppose we decide that Jack the Giant Killer is a fraud and didn’t actually climb the beanstalk and kill the giant. In this case we might give Rapunzel some additional information that she recognises that Jack is really Rumplestiltskin.

Send your characters to us!

Once you’ve written your characters and used them in your games, please send them to us! If we like them we’ll upload them to our site (after we edit them a bit) and give you a free game in return. (Note that any characters you send to us become our property and copyright of Freeform Games, and we may use them in future releases, although we will credit you as author.)

Note on intellectual properties: We’re very happy if you want to include characters based on existing intellectual properties (such as Captain Jack Sparrow for A Dead Man’s Chest, or Harry Potter for Spellbound). However, if you write those characters up we will change their identities to avoid infringement.

Telling lies in our murder mystery games

In some murder mystery party games you are instructed not to lie about the details in your background. This is because to solve the murder everyone needs all the clues – but unfortunately my experience is that some people can’t just help themselves, and they don’t always tell the truth.

We, on the other hand, are absolutely fine with people lying and fibbing in a Freeform Games murder mystery party. We tell our players up front what awful deeds their characters have committed and we don’t expect them to tell the complete truth in front of the other players.

Of course we do realize that if everyone lied all the time, that would cause problems for other people trying to fulfill their goals. That’s why we include in the game Information/Clues and Secrets. These can’t be lied about, because they’re printed. If another player uses an Ability to make you reveal your Information/Clue or Secret, then you must do so. Then the other player can see written down in black and white something that you might otherwise have wanted to lie about.

A Secret
Secrets – not lies!

The other balancing mechanism we use is that each player has incentives to be honest and open with at least some of the other players, if they’re to try and get their own goals achieved. So in general, you’ll tell the truth to your friends and allies, but might be dishonest to your enemies. Then by making connections, third-party characters will be able to piece the clues together.

Note that there’s a difference between your character telling a lie (which is fine) and you as a player lying (which absolutely isn’t). So for example, if someone asks you “Did you murder so-and-so?”, you’re quite free to say “No I didn’t.” But if they use an Ability to make you show your Secret, you mustn’t lie and say that you don’t have a Secret to show. It might sound like a subtle distinction when written down like this, but in practice players are able to understand that they must be honest ‘as players’ even if their characters aren’t always honest.

Clarifying “Information”

We’ve had a couple of questions about “Information” lately, in particular what do we mean when an ability says something like “After talking briefly with another player, you realize that they revealed more than they intended. They must show you their Information.”

Of course it’s obvious to us – but that doesn’t mean it’s obvious to everyone.

So to be clear, when we say “Information” we mean the small nugget of information on page 6 of the character booklet (or on that character’s information card on our older games).

However, with our new game (Lord and Lady Westing’s Will) we’re going to try using the word “Clue” instead. If that’s successful, then we’ll slowly move our old games over to the new terminology.

(That means that the ability will say: “After talking briefly with another player, you realize that they revealed more than they intended. They must show you their Clue.”)

As for what Information/Clues actually are, they’re really just a clue to a plot. It’s something that the character knows that, in game terms, we’d like to see deliberately circulated around the game. (Sometimes they pertain directly to the murder, often they don’t. And sometimes they are red herrings. We’ve made that clearer in the new game.)

We created the Information/Clue mechanic because our experience is that some players like to hoard information. This can cause problems because for our games to work best, the players need to share information. That way when a player learns a key piece of information that they need for one of their character’s goals, they can act on it. If everyone hoards their information then plots can fail and our games aren’t as much fun as they should be.

We have found that the more you play our games the more likely you are to share information, so the Information/Clue mechanic becomes less critical the more experienced your group is.