We weren't lost I swear :-)
Robin's Laws gives a very useful piece of advice: don't bother creating lots of red herrings - the players will create loads of false leads without your intervention. Bruce Ferrie once suggested to me that the best solution was for the narrator to create the crime scene and some suspects, but not decide who had commited the crime and why. Just improvise that from the most interseting outcome to the player's actions as you go along. Never tried it but...
> So in terms of practical story-telling, I wouldn't rule out
anything that might help you, as narrator, to get the story back on
track.
My best tip for murder mysteries for fantasy games would probably be
ensure that the victim does not know who did it.
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