Tag Archives: Reunion with Death

Looking back at 2022

2022 felt like the pandemic was finally behind us. While COVID-19 is still around, it’s not the terror it once was, and the world (or at least, our part of it) is on the road to recovery.

From our perspective, that means people are gathering in groups – and where there are gatherings, there are murder mystery parties!

The recovery that started in 2021 continued in 2022, and it looks as if 2023 could be one of our best years ever.
We’ve been doing these reviews since 2013 – you can read them all here.

Best-selling games

Our best-selling games for 2022 were Way out West, Murder on the Istanbul Express, and A Speakeasy Murder.

Way out West

That’s a change from previous years, where A Will to Murder and Casino Fatale have usually been in the top three (they’re now in the top 5). Murder on the Istanbul Express was published in 2021, and we’re pleased it has been selling so well.

New and updated murder mystery games

We published one new game in 2022, Vanished in Vegas by Jennifer Vals.

We also updated Curse of the Pharaoh and Happy Birthday RJ to our current format.

An unusual side project

We were contacted by a Houston-based organisation looking for a steampunk-themed game for over 100 people. This was a one-off commission, and they were looking for a different style of game than our usual heavily-plotted murder mysteries. So we wrote a game involving rival families, secret societies, pirates and map exploration.

Last year’s goals

We set ourselves a few goals in 2020:

Improve our website – expand the game themes and bring a little animation to the book covers: While we added a little animation to the book covers (a slight zoom when you hover over them), we didn’t do as much with themes as we were hoping. We made some improvements, but only some. Maybe in 2023.

We also made numerous small changes to the website – such as adding icons so visitors can easily see which games have combat or poisoning.

Resolve the payment process glitches: These continued throughout 2022, unfortunately. Something about the Paypal payment process results in some emails ending up in spam filters. However, we made another change just before Christmas, which seems to have made a big improvement.

Continue to work on new games: We hadn’t expected to publish Vanished in Vegas and were delighted it came out ahead of programme.

Run games online: Steve ran Reunion with Death online in 2022 – he also ran Murder on the Istanbul Express offline at a games convention.

Reunion with Death – online

Change the focus of our two online games and promote them as games the host can play: We have now done this and now promote Reunion with Death and Death in Venice as games you can host and play.

So overall a successful year. We didn’t quite do everything we wanted to, but we did most of it and sometimes did more.

Plans for next year

Improve our website: Always a work in progress. We have no specific plans for this year, but it would be remarkable if we didn’t improve the website in lots of small ways.

Updated games: We’re currently updating Davy Jones’ Locker to the latest format, and then Way out West will be on the list.

New games: With a bit of luck and a fair wind, A Purrfect Murder (dark goings-on at a cat show) will be our next game.

Shine light on our French and German language partners: We have two partners who have translated many of our games in French and German: FranceMurder and Krimispiele-Seite. When appropriate, we will mention them more in our posts.

Wrapping up

2022 represented a welcome recovery after the pandemic. It was a good year for us; hopefully, we can build on it for 2023.

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.

Virtual murder parties – Kumospace review

Mark R recently wrote to tell us about Kumospace. In Mark’s words…

We did Reunion with Death back in 2020 using Zoom. The game was great, but Zoom is a bit clunky since the host must admit people to rooms.

Kumospace layout

I just bought Death in Venice. I’ll use a different service this time: Kumospace. I haven’t used it yet (other than to play around in it), but I believe it could be the ideal tool for hosting online.

Your video feed (about a 1″ square) is placed in a room that you can move around in. At all times, it has a large circle drawn around it (you see only your circle). This indicates the area that you can hear and be heard. So, rather than use different channels or breakout rooms, everybody roams around the same room as they were really there (but you can create multiple rooms if you wish). The proximity-based volume makes things like private conversations and eavesdropping possible.

The site offers some pre-made rooms, or you can create your own to fit the game theme using their drag and drop furniture, accessories, etc. You can also upload custom images. If you want to keep it simple, just pick something like the pre-made living room.

The host has broadcast capability, so when announcements need to be made, the host just goes into broadcast mode and all players can hear. All you have to do is login and create a space (it’s just a name and a URL). Then you share your space’s URL. The learning curve for using it is practically non-existent.

It’s free for up to 30 people in a room and runs in a browser window. As a test, I went into a room and walked away. Eight hours later, I came back, and the session had not timed out. I also googled kumospace time limit, and got no hits, so I don’t think there is a limit.

I’ll let you know how it goes.

After party report

After his party, Mark then told us how it went.

We hosted/played Death in Venice yesterday using Kumospace. We opted for the in-person setting (all of us confined to the Casanova’s saloon rather than to individual rooms). We had a great time, and at the end, everybody said they preferred Kumospace over Zoom.

It played very much like an in-person game with no need to have a “platform host” to manage breakout rooms.
The broadcast feature was great for announcements. I cut/pasted announcements into the chat box for all to read. The only problem we ran into there was with the two long “solution” announcements–apparently, there’s a character limit for the chat box. Both of those were too long, but that was easily worked around.

We did run into a few minor glitches with cameras/mics. However, these were easily remedied by exiting/re-entering, which can be done in a matter of seconds.

I’m guessing that Discord might do as well, but from playing with it a bit, it seems more complicated – at least for setting up.

I highly recommend Kumospace.

Trying Kumospace

Based on Mark’s recommendations, I though I’d see how easy it is to set up a space in Kumospace.

And it’s ridiculously easy. A couple of seconds to sign up, then you create a space. You’re presented with a standard layout that you can then customize—the tools are very intuitive and it took me about ten minutes to create the layout at the top of this blog.

(My biggest challenge in using Kumospace was finding the chat box that Mark mentions – it’s at the bottom right of the screen…)

All I need to do now is try it out!

Alternatives to Kumospace

Kumospace isn’t the only virtual space out there – we talked about Gather Town a while back, and I’m sure there are others.

If you try Kumospace or any of the alternatives, let us know how they work!

Murder mystery party games you can simultaneously host and play

Our murder mystery games require a separate host because we include items and money and abilities like pickpocketing and rules such as combat and arrests. We find a dedicated host helps the game run smoothly.

However, the games we developed during lockdown (Reunion with Death and Death in Venice) are more straightforward because we designed them for online play. So they don’t include combat or items that need swapping between characters.

Playing in person – you can’t share food like this online!

And so, as we wrote before, with care, the host can play a character.

Sales

Initially, in 2020 when the pandemic was new and terrifying, and we were all in lockdown, sales of the two games were good.

However, since then, sales have not been so good.

We think there are two reasons for this.

First, as lockdown has eased, people meet in smaller groups. That means they can host our smaller games, such as A Will to Murder or Murder on the Istanbul Express. (And that theory is backed by the improving sales of those games.)

Second, as life moved online during lockdown, we became more familiar with using online video chat such as Zoom.

Playing Way out West using Zoom

And our customers have used the technology to host our other parties (and they’ve shared their stories with us). That means they don’t need a dedicated online game—they can host our existing games online.

We think those two factors mean our ‘online-only’ games are less appealing and haven’t sold so well.

Hosting and playing

So we have re-branded the games and changing their focus.

The games work well, and they work well face-to-face. They play just like our other games—except there’s nothing that needs a neutral host (such as combat) and no items to swap.

So rather than focus on hosting them online, we’re emphasising that the host can both host and play a character in these games.

Therefore, we’ve updated the game files with the default assumption that the host will play a character, and the game will be played face-to-face. That meant some changes, as the games assume that players will be isolated from each other.

For example, in Reunion with Death, it is assumed that everyone is locked in their hotel rooms during the party. However, in a face-to-face game, the hotel is still in lockdown following the murder, but everyone is in the hotel ballroom and can mingle as they would at an ordinary party.

Of course, you can still play them online, just like our other games.

And if you want to host them without playing a character, you can do that too.

Photos!

However, the only problem at the moment is we don’t have any photographs of people playing Reunion with Death or Death in Venice in person! So if you have played them in person, please share your photos and tell us your stories!

Freeform Games’ review of 2021

As you might expect, the pandemic dominated 2021 for Freeform Games, but we slowly started to recover from 2020.
We’ve been doing these reviews since 2013 – you can read them all here.

Online and offline play

While 2020 showed a strong interest in playing our games online (using Zoom or similar), in 2021 we sold fewer copies of our online games (Reunion with Death and Death in Venice). Instead, our smaller games continue to sell well (a trend that started in 2020).

Playing Way out West in 2021

We suspect that’s because although many restrictions have been lifted with the vaccine rollout, many people are still wary about large gatherings. However, smaller groups (maybe family and close friends) appear to be okay, hence the popularity of our smaller games.

And while October and November had strong sales (compared to 2020), December’s dropped back. This was presumably due to the Omicron variant and fewer parties being held. (That’s not surprising – our own party season was quiet, too.) We’re keeping a close eye on how Omicron plays out, but early signs are looking promising.

Best-selling games

Our best-selling games for 2021 were Way out West (10-24 guests), then A Will to Murder (6-9 guests), then Casino Fatale (15-30 guests). Casino Fatale sold half as well as the other two, demonstrating the popularity of games for smaller groups.

As mentioned above, Reunion with Death (6-9 guests) and Death in Venice (5-9 guests) didn’t sell well, despite being for smaller groups. I think this is because we promoted them for online play. Both can be played in person—and because they are simpler (no combat or items) they are suitable for the host to play. So we are thinking about promoting them differently.

Our new game, Murder on the Istanbul Express (7-11 guests) has started strongly, although time will tell if that’s just because it’s the new game.

New and updated murder mystery games

We published one new game in 2021, Murder on the Istanbul Express. It’s been on our to-do list for ages, so this year we knuckled down and pushed it over the finish line. We’re really pleased with it.

We also updated The Night Before Christmas and Dazzled to Death to our current format.

We also updated the covers of all our games to make them more striking and obvious.

Scratching an itch

We created a page on itch.io for our games. Itch is ‘an open marketplace for independent digital creators with a focus on independent video games.’ It also has roleplaying games and larps, and we thought we’d add some of our games.

Our itch.io page

We’re not expecting sales through our itch.io page, but we have our free version of Way out West there and it gives us a little exposure to the indie gaming scene that we might not otherwise have.

Last year’s goals

We set ourselves a few goals in 2020:

Improve our website: We made a few improvements this year:

  • We added a banner made up of lots of customer photographs.
  • As described above, we changed all the cover photos for the games, making them brighter and clearer.
    We created theme pages for bestsellers, Christmas games and Halloween games.

Publish Murder on the Istanbul Express: Published!

Another new online game: We talked about another online game, but given the drop in sales of Reunion with Death and Death in Venice (as noted above), we didn’t push that.

So that’s two out of three goals achieved.

Plans for next year

Improve our website: Specifically, we have plans to expand the game themes and bring a little animation to the book covers.

Resolve the payment process glitches: We’ve had a few payment glitches lately—customers not receiving the download email (or it going straight to the spam folder). So we’ll investigate and fix that.

Continue to work on new games: We have a few new games in the pipeline, but realistically I don’t think we’ll be ready to publish any in 2022.

Run games online: We will try something new and run an occasional game online. We’ll promote this using our Facebook page.

Games the host can play: Change the focus of our two online games and promote them as games the host can play. As they don’t include items or money or the complicated rules that require an independent host, they are ideal if you want to host and also play in a game. (Steve ran Death in Venice this way back in 2020.)

Summary

Although 2021 was bad, we weathered the pandemic and released a new game. Sales are slowly recovering and as normality returns, hopefully we will return to playing our games in person.

Our games by year…

Following on from our birthday post last month, I thought it would be interesting to show when we published each game. I’ve excluded translations to keep things simple…

2001

2002

2003

2004

2005

2006

2007

2009

2010

2011

2012

2013

2014

2015

2018

2019

  • Christmas Lies (the festive version of Hollywood Lies) by Steve Hatherley

2020

2021

2022

2023

One of the things that amazes me is how my memory has changed everything. I think of A Speakeasy Murder as one of our newer games, but it’s now over seven years old! And was it really in 2009 when we published The Karma Club?

Freeform Games in 2020

Unsurprisingly, 2020 was all about the pandemic for Freeform Games.

2020 had started well, with sales in January and February building on 2019 (which was a good year for us). And then in March the pandemic properly reached the UK and USA and our sales dropped off a cliff…

We’ve been doing these reviews since 2013 – you can read them all here.

Learning to play our games online

With lockdown, our amazing customers started playing our games online—using Zoom or Discord or Google Hangouts or whatever system they found easiest.

That inspired us to both create games specifically for online play, and also to learn how to play our “normal” games online.

Playing our games online in 2020

So for most of 2020 that’s what we’ve been doing – learning to play our games online. And also sales dropped off a cliff in March, things picked back up. Not to 2019 levels, but our sales for 2020 were similar to those in 2017.

Best-selling games

2020 brought a change to our best-selling games, with new online game Reunion with Death coming third (close behind perennial favourite Way out West). A Will to Murder topped our best-sellers list in 2020.

Reunion with Death – our third most popular game of 2020

Overall our top three games accounted for a hefty 35% of our sales. It’s noticeable that in 2020 our smaller games have been more popular, which is I think a reflection of the smaller games being easier for online play.

Three new games

We published three new games in 2020.

Reunion with Death by Mo Holkar. Written specifically for the lockdown, and set in a hotel where everyone is locked in their rooms. We also produced a festive version, Christmas Reunion with Death (but I’m not counting that as a separate game).

Death in Venice also by Mo. Another lockdown murder mystery, this time everyone is locked in their cabins aboard a luxury yacht.

The Food is to Die For by Anastasia Kulpa, set in a restaurant. This has been close to publication for a couple of years now, and in 2020 we finally rolled up our sleeves and published it.

We also updated Under the Big Top, to bring it into line with our newer format.

Last year’s goals

We set ourselves a few goals in 2020:

  • Improve our website: We made a few improvements this year:
    • We improved the look and feel by as increasing the overall type size and line spacing
    • We improved the right-hand menu on the games pages to make it easier to see new and best-selling games.
    • We changed the style of our game cover graphics for our new games – we’ll update our earlier games as we go along.
    • Our blog became more important as we posted lots of stories and advice about how to play our games online.
  • Publish The Food is to Die For and Murder on the Istanbul Express. So a partial success as we published The Food is to Die For. Murder on the Istanbul Express will have to wait for 2021.
  • Finish updating Under the Big Top: This was originally planned for 2019, but we updated it in 2020.

Plans for next year

  • Improve our website: Our website is key to our business and so we’re always looking to improve it. I don’t think we’ll ever not have this as a goal.
  • Publish Murder on the Istanbul Express: With The Food is to Die for published, we’ll concentrate on Murder on the Istanbul Express. And after that, we’ve got Death at the Derby lined up.
  • Another new online game: Even if the pandemic disappears (and I think that’s for the long-term), it seems there’s a space for online murder mystery party games and so we’d like to publish another.

Summary

So although 2020 was bad, we weathered the pandemic and have learned more about playing our games online.

As the vaccine is rolled out and normality returns, hopefully we will return to playing our games in person.

Reunion with Death and Death in Venice – Kelly’s story

Kelly in Michigan has tried both Reunion with Death and Death in Venice, and has shared her story (and some great tips) with us.

“Thanks for making the online versions of the games! We tried both of them. I don’t think I am qualified to review Reunion With Death though. The first time around I was going through stuff and made a mess of it. The second time I tried to run it I had Zoom issues, a no-show with an important part that I then was trying to play, and one person left in the middle due to a work crisis… It had nothing to do with the game.

“So, when I saw Death In Venice, I figured we would give it another try.

“We played on Zoom. People would take turns speaking with other players for 5 mins at a time (I set a time limit in the breakout rooms). Since we had an odd number of people, the one left over would hang out with me, take a break, etc.

“I forwarded the information to the person who was making announcements on Facebook. They read it aloud. I also had it on a shared screen. I think this was the first time the announcements were all on schedule.

“We didn’t do our normal awards ceremony, but we did have a rousing debate at the end over who the killer was. It was a good time.

“Our hints

“Let your guests know that the game is a bit faster moving than it would be in real life. They should invest a little more time than usual in getting to know their roles pregame.

“Remind them to have a pen and paper handy to take notes. When we play in real life we always included them with our character packets.

“If players are going into private chats or break out rooms to talk, limit the time they are in there. We found five minutes ideal. It gives them enough time to chat, but it is short enough to keep the game moving. People spoke to different players multiple times if needed.

“Thanks for helping us maintain some level of sanity during these trying times. It has been a soul sucking few months, hopefully things will normalize. Our group can’t wait until we can safely get together and finally play Murder At Sea.”

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!