Category Archives: Options

Post-party feedback

After a murder mystery party we like to get feedback from our players. We primarily do this to improve our games, but I’ve started asking for stories.

As well as celebrating the party’s success, stories are the only way I get to discover what happened. (As host, I am often the last person to find out what’s going on.)

Post-party feedback

So after I recently hosted Reunion with Death, I asked two questions (as an online Google Form):

  • What do you imagine your character will be doing in five years’ time?
  • Who would you like to give a star to – and why? (You can give as many as you like.) (Give stars to other players, to a moment in the game, or to an element of the overall experience. For example, you can award a star for – amazing roleplay, great character moments, another player’s generosity, a mechanic of the game system that really sang etc. A star is a thing you loved about the game.)

These are examples of the wonderful responses to these questions (names redacted to remove spoilers):

Epilogues: in five years …

  • … is helping to run a group of community youth groups.
  • … is running a video empire and getting high in luxury places.
  • … is still married!
  • … through hard work and diligence, is now a detective in the Holborrow police force.

(And some epilogues were too detailed to share here! And I may have changed some details to preserve the mystery.)

Lots of stars

  • … for all-round slipperiness
  • … for being a serious police detective questioning all the suspects carefully
  • … for one of my favourite lines: ‘Let’s be clear, if I was going to kill anyone in that situation, it would be …’
  • … did the shifty anger thing very well
  • … was a very good pushy, inquisitive journalist
  • … was so warm and enthusiastic about piecing together the mystery, and I loved the overt pining after …
  • … was easy to snark at!

Try them out

Next time you host a murder mystery, try asking those two questions as a feedback form and enjoy all the stories!

Kumospace tips

In our last post, Mark R told us about Kumospace, a spacial chat app he used to host Death in Venice.

So I thought I’d try it out and successfully ran Reunion with Death using Kumospace.

Reunion with Death on Kumospace – the pop-out map showing the whole floor is on the right

So here are my tips for using Kumospace:

  • Names: Ask everyone to change their name to the character’s name. You have to do that at the account level—you can’t have a name just for that session.
  • Rooms: Set up a room for the briefing and debriefing. Rooms mean that everyone in the room can hear each other—so you don’t need to be really close. I didn’t do that (rooms had only just been introduced, and I didn’t have time to work out how to set them up), and as a result, when we had the debrief everyone was piled on top of each other.
  • Announcements: For Reunion with Death’s game announcements, I copy-and-pasted them into the global chat window and then used the broadcast function to let everyone know that the information was there. (The chat gives a little bleep, but it’s easily missed if you’re busy roleplaying.)
  • Timetable: It’s hard to read the room in an online game—and I found Kumospace harder than Discord. So while I will sometimes vary the timings in a live space depending on how the game feels like it’s going, this time I stuck closely to the timetable and that worked fine.
  • Out of character area: I set up an out-of-character area that we all met in first so everyone could get used to Kumospace. (I used one of the templates—the beach. You can use anything.)

Pre-game instructions

I was sure nobody had tried Kumospace, so I sent the following pre-game instructions the day before the game.

If you’re new to Kumospace, here are some tips:

  • Please change your name to your character name (you’ll need to do this at your account level.)
  • There’s a chat function in the bottom left of the screen—I’ll use this to share game announcements.
  • The pop-out button enlarges your video and whoever you’re talking to so you can see them better.
  • The map button (rh side of the screen) shows the whole floor and where everyone is.
  • Try the “double-click to move” setting if you accidentally move around the room.
  • Some of the scenery is interactive—you can have your avatar drinking wine/coffee and eating. Have fun with them—they do not affect the game.

I’ve set up an out-of-character area (a beach setting from one of the templates) which we’ll start with. Once everyone has logged in I’ll do a brief introduction and then we’ll move to the game space, “The Hotel”. (You change floors by going back to the lobby and then choosing your new floor.)

For game abilities, you’ll have to read them out to whoever you are playing them on (and they will have to read out their Secret or Clue or whatever). I trust you not to cheat.

I’ll be wandering around, listening and occasionally making announcements. If you need me, we can either find a quiet spot somewhere or pop back to the OOC area.

Items, money, pickpocketing and combat

Like Zoom and Discord, you need to have a way to manage items, money, pickpocketing and combat if you’re running an online game with those features. Reunion with Death was designed to be run online, so it has none of those features, so I didn’t have to worry about that.

We have some thoughts on managing this in this post on our blog.

Player view

Overall feedback from players was that they liked Kumospace and it felt more natural than Zoom or Discord. The one complaint was that videos could be smaller than you get with Zoom or Discord. But they’d be happy to use Kumospace again.

Adding fighting and poison to a murder mystery party

One of our customers recently wrote to us asking which games have combat in them.

(I’m not sure if they were looking for games that had combat, or games without combat. Not that it matters.)

We realised we hadn’t made it easy for our customers to work out which games have combat and which ones don’t, so we have added icons (from game-icons.net) to our choosing a game page to make that clear.

Includes rules for combat.

Includes rules for the use of poison.

Uses superpowers instead of our usual combat and poison rules.

No combat, no poison. No combat, no poison.

One character will die during the game, and will be replaced with a new character for that guest.

The host can either play one of the characters or can just be the host, as they prefer.

Written by Peaky Games, and only recommended for people who have hosted one of our murder mystery games before.

Standard rules

We also have our standard rules (combat, poisoning, pickpocket, capturing and arrest) which anyone can use—either for their own games, or to add to a game that doesn’t normally use those rules.

A Speakeasy Murder – includes our combat rules

But how do you do that?

To explain, I’m going to show how I might add combat to Murder on the Istanbul Express (which is set aboard a luxury train where fighting would normally be forbidden).

Option #1—in the background

The easiest thing I could do is simply have the rules in my back pocket should they be needed. The game includes items that could be used as a weapon, and if one player decides that their character really must attack another, I would use our rules to adjudicate that (rather than forbid it).

First aid kit

I would also provide a first aid kit as an item on the train (perhaps in the kitchen).

But I wouldn’t advertise this in advance—I’d just use the combat rules if they were needed.

Option #2—announce it in advance

The next option is to announce that the fighting rules will be used during the game briefing, but don’t introduce new abilities or items (except the first aid kit mentioned above). Simply identify which of the existing items could be used as a weapon, and let the game commence.

Could this lucky horseshoe be a weapon?

Use common sense when working out which items could be used as a weapon—and be prepared for players to improvise.

Option #3—add abilities and items

Finally, I would embrace combat and announce that not only that the fighting rules will be used, but I’d give out suitable abilities and possibly even weapons.

But who to give them to?

  • Characters looking for revenge and their targets
  • Law keepers
  • Heroic types
  • Villains

I would give all of these a weapon of some sort, and an ability from the list in our Combat Rules.
And to balance everything, I would give other characters either an extra ability (from those used in the game) or a first aid kit (for doctors or anyone who might reasonably have access to one).

I would also share the combat rules with everyone as part of their character packs.

To add combat or not?

For me, though, I probably wouldn’t add combat to a game that doesn’t already have it.

I know our games without combat work fine without it, and adding combat can create unnecessary complexity that it doesn’t need.

Mass Murder

In an earlier post Kelly from Michigan told us about the prizes she awards when she hosts one of our murder mystery games.

The Reality is Murder - a murder mystery party from Freeform Games

The Reality is Murder

She then told us about another thing she does – mass murder!

“We usually have a mass murder after the game is over. I let anyone who wants to kill anyone else if they win at RPS, it doesn’t matter if they have a weapon or not. I don’t think anyone realizes that it doesn’t count, it is more about fun and settling scores. One person feels it is his duty to kill all the bad guys, even if he played a bad guy.

“It keeps people busy while we finish adding up the scores for the awards.”

Let us know if you give that a try!

Tips for hosting our games online

Note: We now include a guide for online play with all of our murder mystery games. That guide was largely based on these tips, although there’s a little more detail here. 

Last weekend we hosted The Karma Club for 14 players online, and combined with our experiences of Reunion With Death and Death in Venice, I thought I’d share a few tips for hosting our games online.

The Karma Club online – using Discord

Four key aspects

The four key aspects of an online game:

  • Setting it up – making sure everything works before you start hosting
  • Video chat – which video chat system you use
  • Announcements – you will need to make announcements
  • Game mechanics – how you will deal with items, abilities, combat, locations and so on.

I’ll discuss each in turn below.

Setting your party up

In many ways, preparing for an online party is much the same as for a regular party. You still need to send out invitations, check that everyone is attending, cast your game and so on. However there are also a few differences…

Most of the differences are around deciding on which video chat to use and how you are going to manage announcements or items, and I’ll cover those below.

For The Karma Club, I was inspired by one of our customers who ran Murder at Sea. They had set up a website for their online party, with links to the Zoom rooms, Google Hangouts and to their character folders. I did the same and built a Karma Club website using Google Sites (which is free and easy to use). I included the game details, links to the character folders, and details of how the game would work.

The Karma Club website

(I originally had links to the game rooms, which I set up using Jitsi. But that didn’t work – more on that below.)

There’s no reason you can’t set up a website for your regular parties of course. (If you’ve already done that and would be happy to share, we’d love to see your websites! Click here to tell us about them.)

Video Chat

There are lots of different video chat systems now available, but whichever you choose it needs three key features:

  • It needs to be able to cope with the number of players and GMs in one room (mainly for the briefing and debriefing). Some systems (eg Google Hangouts) have a maximum size of 10.
  • You need lots of smaller rooms (or channels) for people to talk in small groups.
  • It needs to allow people to be present for about three hours. (Most do – but the free version of Zoom only allows group calls for 40 minutes max.)

I don’t have experience of many video chat systems, but I’m going to cover a few of the more well-known systems.

Zoom is one of the most popular video chat apps. The basic plan is free, and you can host up to 100 participants, which is more than enough. You can also create breakout rooms for everyone. The downsides of Zoom are that the meeting host has to move people in and out of the breakout rooms, and that the free plan only allows groups to chat for 40 minutes (but you can rejoin).

Google Hangouts is really easy to use and doesn’t require any special software. However, it only allows 10 people at most, and while you can create separate hangouts, you can’t easily see who is in them. (But that’s not that different from playing in real life…) Hangouts’ biggest flaw is not knowing how long Google will continue supporting it, particularly now that they are promoting Google Meet (which I’ve not used).

Jitsi is a free alternative to Google Hangouts, but will manage bigger groups. However, I have found it to be very unreliable – I had planned to use it for The Karma Club, but it was so unstable we moved to Discord instead.

Discord is the system I would recommend – providing you have access to someone who can set up an area for you to play in. Discord has been used by gamers for years for voice chat while they play online – it’s stable and doesn’t use much bandwidth. But it has a fairly steep learning curve if you are setting up a server (it’s a much simpler if you’re just using it to play a game). Discord allows for lots of sub-rooms, and players can move themselves from room to room. (Click here for our tips for setting up a Discord server.)

Video chat tips:

  • If possible, arrange a test beforehand to make sure it works with everyone at the same time. Be prepared to change if things don’t go according to plan.
  • Give your rooms/channels appropriate names. But don’t use in-game locations, if they are used as part of the game. For example, in The Karma Club I had set up a video chat space as “Bob’s Room.” My thinking was that Bob could use that for a private chat. But if players then wanted to hide something in Bob’s room then they’d instinctively go there to do that (and that was a problem if I wasn’t there to supervise). So next time I will use different names (or locations completely unrelated to key game locations) so that people can say “Let’s go to the Purple Room” and if someone needs to hide something in Bob’s room, they know to talk to me.
  • If your video chat system allows it, get everyone to change their screen name to their character name as that will make it easier for everyone to find each other.
  • Set up an “out of character” room for everyone to congregate in before the game and where you will deliver the briefing and debriefing.
  • If you’re suffering from lag issues it may be due to your computer rather than the chat server or your broadband speed. Try closing other apps (that may be causing conflicts), update your drivers or even reinstall the software. I also know someone who when they checked their Task Manager found that they had 5 instances of Discord running – which won’t have helped!

Announcements

One of the downsides of online play is that it can be hard to make announcements during the game. For example, most of our games have announcements at various times such as clues to the murder and so on.

How do you make those if everyone is in their own video chat?

Some ideas:

  • Some systems (such as Discord) allow you to send updates and messages to all the players. This is probably the simplest way.
  • If you’ve got a small game and you’re using something like Google Hangouts, it’s quite easy to drop into each chat and paste the announcement into the chat window.
  • For The Karma Club, I had set up a Facebook event page so that I could post updates as the game approached and for announcements during the game. There were two problems with this idea: First, not everyone was on Facebook. Second, not everyone saw their notifications – so if you’re going to do this make sure everyone has their notifications enabled for the event.

Rules briefing: Don’t forget to do a full rules briefing at the start, including how things like abilities and items and locations will work online. Even though you’ve probably explained in advance how these things will work, you can guarantee that someone hasn’t read that or has forgotten what you told them.

Ending the party: When I am running a live game I will often decide when to end the game based on the energy in the room. When the energy is high (lots of people whispering in corners) then I know the game is going well. As players start to achieve their goals and run out of plots the room will start to get quieter.

That’s obviously much harder to do online and for The Karma Club I just used our game timetable.

Game mechanics

Our games include special abilities, items that move from character to character and (occasionally) specific game locations. We’ve designed the games to be played face-to-face, and these aspects of our games need some thinking about when playing online.

You might want a second host to help run the abilities and items (Mo helped me with The Karma Club.)

(Our two online games, Death in Venice and Reunion with Death specifically don’t include items, money or locations so that they are easy to play online.)

Abilities: For The Karma Club, and our online games, we recommend that players print out their abilities, Secret and Clue. That way they can hold them up to their webcam when either they need to use an ability or reveal their Secret/Clue.

For those who don’t have a printer at home, then trust works equally well. (Or you could have the character booklet on your phone/tablet and hold that up.)

Items and money: For The Karma Club I used the Windows Snipping Tool to turn all the items and money into graphical png files. I named each file the item name, plus a unique number (“notepad-72.png” and “USD100-23.png”). The unique number was because some of the files had duplicated names (particularly the money).

Money png files – note the unique number in the filename.

I set up Google Drive folders for each character, and into those put their character sheet and their items and money. The players had access to their own folders, but no others. If they wanted to give an item or some money to another player, they sent me a message and I moved the files from one folder to another.

Tips

  • Make sure you move the files, don’t just copy them!
  • Keep a complete set of the files you’ve created in a spare folder that only you can see, just in case something goes wrong!

You can also do this with Dropbox or OneDrive or whichever cloud storage works best for you.

You could also do this with a spreadsheet to track items and money.

Locations: Very few of our games use specific locations, but for those that do then it’s generally best if players speak to the host when they want to access a specific location.

And as I mentioned above, be careful naming your video chat rooms. It’s very tempting to give them “realistic” names to give your players a sense of moving around the physical space, but that can create confusion if the players think that that’s also where they interact with the locations.

Another option for locations is to create a folder for each (using Google Drive/Dropbox/OneDrive/etc as above) and put a description of the location in each folder (in a Word file or similar). Then players can go into those folders to “visit” the locations. If there are items there they can be in the folder and they can then take those items themselves, without needing a host to manage. (I know of a group who did this, but I worry about players accidentally deleting or duplicating something, so I didn’t do that for The Karma Club.)

Online games in summary

I’m pleasantly surprised at how well our games work online. While they’ll never fully replace the experience of playing face-to-face, I expect that the advantages (no need to travel, you can play with people from different time zones) mean that even after this crisis has passed they will still be played now and again.

We’re always interested in hearing about your stories – so if you successfully run one of our games online or face-to-face, please let us know!

And now hosts can play too!

We occasionally receive criticism about the role of the host: some people want to be able to host a murder mystery game and play it at the same time.

While we’ve written before about hosting and playing our games, it’s not always satisfactory because of what the host needs to know and manage.

But that changes with Death in Venice and Reunion with Death.

Designed for lockdown play using video chat, neither of these games include tricky rules (such as combat or pickpocketing) that require a separate host.

So now the host can play!

We’ve created a separate pack for hosts to download if they want to play our game as well as running it. That’s to keep everything separate, to minimise the risk that the host reads a key piece of information.

(So that’s like Way out West, which includes a self-contained kid-friendly version.)

So you can either host the game separately (as with our other games) or as a player. It’s up to you.

A caveat

The main downside that we can see of hosting and playing is that casting becomes a little trickier. If the host is playing they have less control over who plays which character.

We’ve provided some casting hints about each character – but obviously you don’t get as much depth as you do when you can read the characters themselves.

And as host you might even end up as the murderer! (If as host you don’t want to be the murderer, you can drop us a line and we’ll suggest a different role for you.)

We want to hear your stories!

If you try this out, please let us know how you get on. You can contact us either via Facebook or via our contact page.

Lockdown Way out West

Following on from our last post about running a A Will To Murder in lockdown, we have another lockdown story – Way out West.

Paul Barnard used Zoom and ownCloud (a bit like Dropbox or Microsoft OneDrive) to run Way out West across five houses. Here’s how he did it.

Way out West across five houses

“With the Covid-19 isolation policies in place it was not possible for the family to get together for a face to face dinner. Instead we held the party using a zoom video conference across five different houses.

“I made images of all the items, Abilities, Secrets, Clues and Money. I created a “wallet” for each player using cloud storage (such as Dropbox) and provided each player with a link to their personal wallet that they could access from pretty much any device using a browser. I placed the item etc for each player in their wallet as a starting point.

Shared folders in ownCloud – one for each character, shared with that character’s player.

“With that all in place I sent around the character booklets, rules and general information ahead of the dinner. Game play went pretty much as expected with everyone on the conference, eating our various dinners and chatting in character. We had all dressed up in costumes, with one enterprising guest making a deputy hat from an Amazon delivery box.

“The big difference for this remote experience was that we used text messages for the private discussions and scheming. This really suited the younger attendees as they tend to do this all day anyway :-). A couple of the older attendees actually called each other on their phones and there was a bit of whispered background chat which had everyone on the conference straining to overhear.

“The participants were able to copy and paste their cards to the text messages when they needed to share them with others. For the secret stuff, like picking pockets, the thief did it via the bartender just like normal but again using texts. We used rock, paper, scissors on the conference just like we were face to face. It actually added to the intrigue when the bartender and one of the other guests started rock, paper scissors at seemingly random points through the evening.

“If things got stolen then the Bartender simply moved the item from the original players wallet to the new owners. This was achieved on a computer connected to the cloud storage folder. This worked surprisingly well as the original owner was even less aware they had been pickpocketed than if we had been playing face to face. A startled cry of “Where has my map gone?” 30 minutes after the pickpocketing again adding to the game.

Our timings were handled exactly as in the game handout and the evening flowed perfectly despite the need to type texts to many people. At the end of the game the opinion of everyone was “when are we doing the next one?”

“During these times of forced separation and growing isolation your game provided a great excuse to gather the family together for an evening that everyone thoroughly enjoyed and greatly appreciated. We will be purchasing another of the games shortly.”

Paul then followed up with some great tips:

Lockdown party tips

First create a wallet for each player. Use a cloud service like DropBox. I used ownCloud as I had an account for that already. A free account is big enough to hold the wallets. I created the wallets by making a folder for each player in the cloud storage.

We have a lot of girls in our family so I adjusted some of the players sex for our game. For each wallet create a share link. This is done on most services by right clicking the folder and selecting “Create Link” . This is the link that you will share with the guest playing that role.

I added the links to the invitations for each person. I created my own invitations as I needed to provide some help to people to get setup and understand how things worked. “ (See further below for Blaise’s invitation.)

“Second create virtual cards for the abilities, items, money, Clues and Secrets. I did this by creating JPG images copied from the pdf player booklets.

Important: The filenames for all cards must be uniquely named to move them from folder to folder. I randomly numbered all the items and money so that where they came from was not obvious (see picture below, for an example).

Ability filenames were numbered from 1 to the maximum use. (SuddenInsight-1.jpg, SuddenInsight-2.jpg and so on.) I then deleted the ability cards as they were used. (You could just have one copy in the wallet and trust people to only use them the permitted number of times.)

A Wallet – ability names greyed out. Note that the filename of each of the money jpgs is unique.

“Above is the content of Blaise Sadler’s wallet at the start of the game. I’ve hidden the ability names to not ruin the experience for other players.”

This is what Blaise’s locker looks like on an iPhone.

“If you want to look at an object you just click it and you see it.”

Third create a contacts group for the characters. As we used text and instant messaging for private conversations I collected everyone’s phone number and created a contacts group for everyone. Save the list as a contacts card and then attendees can click the .vcf file to add all the characters to their device. Sending a text now just needs you to enter the character’s name.”

Way out West virtual party invitation

Here’s Paul’s invitation to his virtual Way out West. He created a pdf for each player, with unique links to their Wallet (I’ve blurred the urls). I really like the way he clearly explains how the game will be played and what technology will be used.

Going online – murder mystery games in a worldwide pandemic

I’m sure I don’t need to mention the worldwide coronavirus pandemic currently underway, but please be responsible in organising a social gathering and make sure you follow the latest advice.

Playing Death on the Gambia before the days of social isolation

Some of our customers are doing that – and still hosting our murder mysteries…

A Will to Murder

Mariana who hosted A Will to Murder in self-isolation at the end of March.

She reports that “Everyone had a blast! It went really well. I think as the Lawyer I was a bit more busy than a typical game (not that I have one to compare by), because I had to be the one passing items between people.”

She’s explained what she did:

“I made 6 Google Hangout rooms, enough that at one time, everyone could be talking one on one. I named each room and posted a link to them. In chat, you could ask someone to come join you in the Library or whatever, but all conversations had to be in one of those rooms. That meant that people could walk in on people’s conversation, and you could see who was talking to whom, and as the Lawyer I could eavesdrop when someone used that ability.

“Items were in an ‘inventory’, a Google doc with people’s items that I as Host had access to and could move things around. It was a bit hectic keeping track of these things. I think I should’ve done a second host or fewer people (we ended up with 12 people so I added the optional characters).

“The only thing that didn’t work well is that we hit the limit of how many people can be in a Google Hangout at once (10 people). For announcements, there were roommates that could share a computer, but when a dramatic fight broke out, a few people didn’t get to witness it.

“Anyways, all in all a huge success. Two people left talking about doing another one.”

Mariana confirmed that she used rock-paper-scissors for combat (so as normal), and to poison someone “You needed to see them eat or drink while in the same room as you. In the invitation I had mentioned people might want to have snacks and booze on hand.”

(An aside – at some point soon Google will probably retire hangouts and replace it with Google Chat and Google Meet, which I’ve not used.)

Tech note

Give yourself plenty of time to sort out any technology issues before you start playing. Technology is wonderful, but we all have different levels of expertise and the various versions of Windows/iPhones/Android/Apple Mac devices don’t always play well together…

Alternate Pickpocket rules

One of our customers, Rob from Canada, wrote to tell us about a variant for our pickpocket rules that he used.

Watch out – there’s a pickpocket about!

Here’s the text that he prepared for those with the pickpocket skill:

Your character has the Pickpocket ability. Your ability card shows what you can pickpocket and how many attempts you have during the game. Beware! Some characters have the ability to investigate pickpocket crimes, and even dispense justice if a crime is proven!

When you want to use your ability, you will need to do three things:

  1. Complete a Pickpocket Use slip.
  2. Place a sticker somewhere on your victim’s body.
  3. Show the host your ability card and give them the Pickpocket Use slip, telling them where on the target you placed the sticker (such as left shoulder, right heel, purse, etc.)

The host will seek out your target as soon as possible. If the sticker is no longer there, then you may have been discovered by your target or another character who saw you place the sticker. Other players have not been told what the sticker means, but you had better watch your back as they may become suspicious!

If the sticker is still there, the host will advise the target they’ve been pickpocketed and will search through their items, retrieving either the target item (if they have it) or some other random item. The host will then (as discreetly as possible) remove the sticker from the target and transfer the stolen item to you.

Stickers and Pickpocket Use slips will be found in your character envelope which you’ll get at the start of the game.

Rob is using our rules for Investigating Pickpocketing Crimes, which you can find here.

If this sounds slighting familiar, it’s because we talked (briefly) about using stickers for pickpocketing previously, back in 2014. But this is a much more detailed explanation of how that works.

Note: Depending on your players, you may need to consider whether using stickers needs their consent first. If so, then we recommend using our standard non-contact pickpocket rules.

Keeping Score

Every now and again we are asked if we have a way of assigning points to goals so that our guests can keep score.

We have never done that, mainly because in our experience is not necessary. We believe you can have as much fun in one of our games if you fail all of your goals, and making it competitive might undermine that.

(I do suspect that the customers who ask this haven’t played out hosted one of our games, as if they had then they’d know not to ask. But that’s just a guess.)

But some people do ask if it can be done, and one of our customers in Japan is going to try it out. (They run a boardgame cafe, so maybe their customers do like a clear sense of keeping score.)

So if your want to try this as well, this is how I would do it.

Out of ten

First, I’d divide ten points among a character’s goals. Most of our characters have 3 to 5 goals, and I would divide the points pretty evenly.

Where I can’t give them all the same points, I would give the easier goals more points than the harder goals. Obviously that’s a judgement call, and possibly a tricky one to make if you’re not as familiar with the game as we are.

I would do this for two reasons:

  • First, higher scores are more motivating. So giving more points for the easier goals means that your players will feel like they are getting somewhere.
  • Second, some of the goals are verging on impossible (I’m thinking of the ones where you are told to try and keep something a secret – never easy when we have all those abilities). So give those goals fewest points so that the player isn’t penalised if they don’t succeed in them.

But apart from that, I would spread the points fairly evenly.

For example, for a character with four goals, I’d give the two easiest three points each, and the others two points each. You can just write this next to the goal.

Murderer

Murderers usually have a goal saying something like “don’t get caught” which is a bit of a challenge given that we are playing on a murder mystery game in which solving the murder is a big part.

So the way I would treat that is to consider the goal successful if, when it comes to choosing who the murderer is (at the end of the party, before the solution is read out), most people choose someone else.

Other ways to score points

So that gives us 10 points if you achieve all of your goals. But I would also add other ways to score points:

  • Use all of your abilities at least once
  • Exhaust at least one of your abilities
  • Complete both of your tips for beginners
  • Talk to everyone in the game
  • End the game with less money than you started with (for those that don’t need money).
  • Reveal your secret to another characters
  • Reveal your clue at at least three other characters

Everyone should have five of these, and I would score them two points each. So everyone would have a maximum score of 20.

I have two reasons for adding these extra points:

  • First, they make it easy to score points. Unlike character goals, nobody will try to stop you from achieving these objectives.
  • Second, these activities are all actions that we want to encourage in one of our games, and doing them will make the game flow better.

Scorecards, explanations, and prizes

I would prepare a scorecard for each player, listing their goals and their scores, and the additional actions. I would include the scorecard in the character packet.

At the start of the party, during the introductory briefing I would explain the scorecards so that everyone can keep their own score. (I would trust the players to do that themselves rather than rigorously police it .)

Of course, once players are keeping score your are going to need a prize for whoever has the highest score.

Let us know

If you do try this out, we’d love to hear what you did and how it worked.

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