As the title says. I eventually want to run an impostor scenario/murder mystery in my World of Darkness game at some point, and would like some pointers.

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[–] 1 point 2 years ago (3 children)

Ya I think he's said something about replacing that advice with node-based adventure design or something, but this article by itself has helped me improve tons of mystery scenarios by itself that I think the advice works as is.

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  • [–] 3 points 2 years ago (1 child)

    It's not that he replaced it, it's that he built on it. The Reverse Three Clue Rule used in his node-based design articles ("if the players have at least three clues, they'll draw at least one conclusion") is a corollary, not a refutation of his previous advice.

    The main way it's changed since he wrote this article (and since he wrote his Node-Based Design series, for that matter) is that he distinguishes between clues and leads, which he didn't at the time.

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  • [–] 1 point 2 years ago

    Good point. Node based design works particularly well for mysteries.

    I think the general suggestion for having lots of redundant clues is still relevant, regardless of how the GM plans the adventure.

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