Category Archives: Tips for hosts

Tips for hosts including suggestions for casting, post-game feedback, playing our games online, decor and more.

From our mailbag: absent characters

I am preparing Hollywood Lies and I have 27 or 28 students coming to play. Many characters are supposed to interact with a certain person, but they are character number 29. Am I missing something?

Unfortunately, running the game with a few characters missing does result in gaps. This shouldn’t be a problem as everyone should have enough other contacts that the missing characters won’t impact on the game too much.

However, if you are concerned that your guests will want to talk to the missing character, then you can do what I do and tell your players (during the introduction) that if they want to contact any of the absent characters, they can simply talk to you.

To make this happen, you need to print out all the absent characters and bring them with you. You can either have them in envelopes, or in a folder. Then, when someone comes up to you and asks to speak with an “absent” character, you can quickly scan the character sheet and role-play that character.

(I also talk about this here.)

What you have to watch, however, is players who then try to “cheat” by using the absent characters to achieve their goals instead of interacting with the players present. I try not to let players do this – it’s better for everyone if they are talking and negotiating with the other players rather than with the host.

(For other ideas about using the absent characters, see here and here.)

How to Host a 1930s Murder Mystery Party (and get away with it)

(Guest blog post by Jessica Andrews, author of Death on the Rocks.)

Death on the Rocks
Death on the Rocks

Ok, I’m just going to tell it like it is: hosting a 1930s party, murder mystery or otherwise, is not that easy. Twenties is obvious – just cover everything indiscriminately in feathers and strings of pearls – and for fifties you can just bust out some pineapples and stick c
ocktail umbrellas into everything.

But the 1930s were a little sleeker and a little subtler; that’s why it’s my favourite decade and why you should definitely give it a chance too.

#1 Candles

I’ve said it before, and I’ll say it again: you cannot host a vintage party without enough candles to potentially burn your house down. Of course, you don’t actually want to incinerate your home or anyone in it, so I would suggest a) keeping the candles away from arm level to protect them from the wild gesticulations of your guests and b) putting something non flammable underneath them.

A good tip to maximise the light from your candles is to place them where possible in front of mirrors.

#2 Greenery

I know, not necessarily something you would imagine a necessity for a 1930s soiree, but believe me it makes all the difference. Every Agatha Christie I’ve ever read seems to contain a – significant or otherwise – bowl of chrysanthemums (how does that even work?), but to be honest anything will do. Interestingly, I find potted ferns just scream vintage, and a good arrangement of classic roses also really adds the edge.

#3 Music

Even if this is the only tip you incorporate, I cannot stress its importance enough. The right music will immediately set the scene and make your guests feel more in character and more relaxed. For 1930s, think jazzy or sentimental and, if possible, crackly. You want your guests to feel like they’re in an old movie.

If you happen to have a record player and any 1930s records, this would, of course, be perfect; if not, YouTube is awash with vintage playlists or you can buy 1930s CDs online.

#4 Glassware & china

A party suddenly seems so much more vintage when the glassware and the china are old fashioned. If you happen to find some art deco style china in your local charity shop, amazing; if not, I really find anything a bit chintzy will do. And as for glassware, I have literally seen the shyest people in the world become positively RADA when clutching a champagne bowl or martini glass. I don’t know why, but it just works.

It will also make your event photos at least marginally less awkward on account of people having something to do with their hands.

#5 Backdrops & props

Let’s be realistic: it’s hard to vintage-ise your whole house without making some serious lifestyle changes and spending at least a month anxiously bidding on Ebay, so focus on just one wall or corner. Cheap art deco posters can be found online, and a wall of these will really add a vintage feel. And you definitely can’t go wrong with an old-fashioned telephone or cigarette holder for people to pose with.

I can guarantee you’ll end the night with some wall-gallery worthy photos of your party and a lot of happy guests!

Jessica Andrews

Jessica is the author of Death on the Rocks, our 1930s murder mystery set in an English village.

Help with hosting

In our larger games we recommend an assistant host to help run the game. For example in Spellbound, it can be particularly useful to have another host run the library while the “main” host deals with the rest of the game.

Similarly with the larger games having another host to help with pickpocketing or combat can be helpful – particularly if the several players need the host at the same time.

However, some rules can be managed by the players themselves (perhaps overseen by a trustworthy player). For example, combat doesn’t require secret knowledge, or an awareness of the plot, and so could be something that the players manage themselves. On the other hand, I wouldn’t recommend allowing players to manage pickpocketing – that’s something a dedicated host needs to do.

Tips for players managing combat

Death on the Gambia
Death on the Gambia

Here are my tips for getting your players managing combat.

First, I wouldn’t get everyone to manage combat. Not everyone needs to know anything about combat – generally only the “dangerous” characters need to know something about it. so I would choose a small number of trustworthy players to become helpers. Ideally they would be playing characters that I didn’t think likely would be involved in combat to keep the relatively neutral in the conflict they are overseeing.

Second, I would share our standard combat rules with those players.

Third, I would encourage them to practice the combat rules before the party itself, so that they understand how they work and any problems and misunderstandings can be ironed out. Ideally I would do this a couple of days beforehand, but if that doesn’t work you could simply schedule a training session before the party. I would also explain that I wouldn’t expect them to adjudicate combat that they are involved in themselves – they should either find me or one of the other helpers.

Fourth, during my introduction I would ask the helpers to identify themselves. That way the other players know that they can ask them for help if I am busy.

Fifth, I would just keep an eye on combat during the game, just in case there are problems.

Sixth, as part of my debrief speech I would thank the helpers for their help.

Other standard rules

We’ve also included other standard rules, including capturing player and poison, but I think that it’s combat that has the most potential for getting other players to help with hosting.

When to end a murder mystery game

We provide a timetable with all our games, covering the murder mystery party in detail. The timetable typically includes the briefing, key events (such as when clues are released), the point at which characters can die (for those games that involve fighting), and the end of the game.

Casino Fatale playtest
Casino Fatale playtest in full flow – I’m monitoring the energy in the room to judge the best time to end

We estimate that our games take about 2.5 to 3 hours to play through. However, these times are approximate – some groups will be faster and some will take longer.

Experience and size

The main variables on the length of game are player experience and size of group. In general we’ve found that a larger group takes longer to play one of our murder mysteries than a smaller group. (Even the same game takes longer with more players.) The main reason for this is that is simply takes longer to find those you need to talk to in a larger group – and you may be drawn in into other people’s stories.

As for experience, less experienced players tend to take longer to work out what they need to be doing. An experienced player can read our character sheets and quickly work out what they need to do first. It takes an inexperienced player a bit longer to figure that out, and so the game will take a little bit slower.

So given those variables, when do you draw the murder mystery to a close?

A mixture of chemistry, character and personality

Towards the end of the murder mystery, you will start to find players who have achieved all they are going to achieve, while there will be others still chasing around trying to finish their goals. In my experience (as a player and a host), this always happens and is a natural result that arises from mixing of the following:

  • What the player has brought – their personality and how they are feeling.
  • The character they have been given – whether it “works” for them.
  • The chemistry between them and the other players.

So this variation means that some people will “finish” their game sooner than others. So when do you end the game?

When to end the murder mystery

My preference when I’m playing is that I would rather run out of time (and not quite finish everything I need to do) than have too much time (and be waiting for the game to finish).

As a host, this therefore means that once all the other timed events have passed and we’re in the last segment, then I am monitoring the game. It’s hard to explain exactly what I’m looking for, but I am monitoring the overall energy in the room. I’ve found that as a game progresses towards its climax, some players become less involved because they have achieved all their goals (or some of them have become unachievable). And as more players become less involved, the energy drops – and that’s the time I draw the game to a close.

Sometimes I’ll see players who appear to have stopped playing the game. If that happens, I usually check with them to see if they have actually stopped, or whether they are just taking a break for a couple of minutes before resuming.

It can sometimes be challenging to monitor the energy in the room, particularly if the murder mystery involves combat. If I’m not careful, overseeing combat involves so much of my attention that I can forget check the rest of the game. (This is an excellent job for a co-host, if you have one.)
So of course this means that I can’t predict the exact end time of the game – it will be an approximation. So if the scheduled end time is approaching and the game still seems to be going well, then I will let it continue. Conversely, I will draw the game to a close early if things have slowed and some people have stopped playing.

Once I’ve decided to end the game I make an announcement that the game will be ending in ten minutes. This gives those that haven’t finished sufficient warning that the game is ending – and quite often the ten minute warning creates extra activity (and energy!) as people suddenly realise that they are about to run out of time. (That’s not a reason to keep playing beyond those ten minutes, though!)

Art not science

Timing the end of a game is an art, not a science. Ultimately it comes down to a host’s judgement – but it’s worth remembering the old adage “Always leave them wanting more…”

Dealing with late guests

Despite the best laid plans, sometimes real life intervenes and a guest or two may turn up late to your murder mystery party. Here are some ideas for how you can deal with latecomers.

Unplanned latecomersPlaying Curse of the Pharaoh

The worst situation is when you don’t find out that someone will be late until they don’t turn up on time. In this situation I would delay the start of game by 10-15 minutes to give the latecomer a chance to arrive.

If they still haven’t arrived, then I’d start the game anyway (although see below). As part of my starting announcement, I’d explain which character was running late and explain that they would join in later. Then, when they do enter the game, I’d make another announcement so that everyone knows they have arrived.

I would also check the game timetable and delay any game events that they need to be involved in.

Very small games

For very small games (say running Curse of the Pharaoh with only six players), losing one character can be so unbalancing that it may be better to delay the entire game. Similarly, if several guests are late then I suggest delaying the game as long as possible. There’s no hard and fast rule on this – it’s a judgement call.

Planning for latecomers

If a guest has already told me that they will be late, then I can plan for that. For example, if I know who will be late before I cast the game, then I will try not to cast them in a role that is critical during the first part of the game.

Getting up to speed

It’s worth remembering that anyone who arrives late will be at a disadvantage to everyone else. They won’t have had the same time to settle in to the game and get to know everyone. As a result, I might give them a little bit more guidance than normal. If they look a little lost, then I wouldn’t be afraid to step in and give them some advice as to whom they should talk to.

Interviewing absent characters

Here’s an idea that you may wish to include in your game. (Note that if you’ve not played our games before, we suggest that you stick with the basic rules – but if you’re an old hand, go crazy!)

Interviewing absent characters

Sometimes it can be useful for the detective characters to interview absent characters to eliminate them from their inquiries.

Here’s what you do:

  • When you’re preparing the game, print out all the characters – even if you know that you haven’t got all the roles filled.
  • Also print out the items and other handouts for that character – and put it all in that character’s envelope.
  • When the game is running, if one of the players wants to ask a question of one of the missing players, you’ve got all the information in one place so that you can answer the query. (This is easy if the detective has the “I’d like to ask you a few questions” ability as you can simply show them each characters’ Information/Clue.)

An advantage of bringing the complete characters to the party is that if you do get someone arriving at the last minute, you can easily get them involved by giving one of the spare characters to them.

Rewarding great play

Here’s an idea that you may wish to include in your game. (Note that if you’ve not played our games before, we suggest that you stick with the basic rules – but if you’re an old hand, go crazy!)

Here's a poker chip from us for "best beard" if nothing else!
Here’s a poker chip from us for “best beard” if nothing else!

Rewarding great play: You can reward great play when you see it. Simply keep some poker chips with you when you are the Host. When you see someone doing something really cool (which might be over-acting, good roleplaying, a fine costume – or anything else that you think is worth rewarding), then give that person a poker chip.

That player can then use that poker chip as an ability use for any of their abilities.

Remember to brief this out to everyone at the start of the party – otherwise your players won’t know what the poker chips are for!

Be generous!

Arrests in Way out West

In Way out West the Sheriff and Deputy can (via an ability) arrest other characters. There are various ways in which someone can escape arrest, one of which is that the restrained player gets outside help.

Way out West wanted poster
Way out West wanted poster

We’ve recently been asked if the player providing the outside help needs an ability to cut the ropes/unlock the door and help the restrained character to escape.

If we’re presented with this situation during a game, we ask how the helping player plans to release the arrested character. If they have an item which will obviously help, that’s great: but if they have a good enough imagination, then they don’t need to have a specific item. After all, Way out West is set in the Wild West town of Cactus Gulch and there are lots of other things lying around which aren’t represented on the item cards.

So if they need something particular for their imaginative plan, and it’s reasonable that they might find it in Cactus Gulch, we let them succeed.

Basically our guideline is: if it feels ‘fair’ that they should succeed, because they’ve put in some effort to find items or to invent a good plan, then they should succeed.