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Post by vladtaltos on Dec 30, 2013 18:41:01 GMT -5
vlad, you got me interested now, who committed the murder? Ah, you'll have to play the game to find out, darkscar. Some of those clues are red herrings, so don't rule out the female suspects, just yet.
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Post by platimus on Dec 30, 2013 19:11:00 GMT -5
Intriguing! Perhaps there is more than one murderer? A conspiracy!
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Post by mister frau blucher on Dec 31, 2013 11:00:14 GMT -5
The concept of clues-on-the-map is a great idea, fascinating, why not use it? If not for a new mystery game, then for the existing fantasy/sci-fi games. I'd love to see that, mister frau blucher The hint is taken! I really like this concept... By the way, "julie"...where were you when the man in the blue suit was murdered?
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julie
Full Member
Posts: 171
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Post by julie on Dec 31, 2013 13:43:30 GMT -5
By the way, "julie"...where were you when the man in the blue suit was murdered? LOL. I'm directing all such inquiries to my lawyer. But I will say this, those footprints don't belong to me.
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Post by platimus on Jan 2, 2014 11:32:58 GMT -5
I have thought of some ways to use picture clues in the fantasy/sci-fi games that would be cool. I still can't think of any good/reliable ways to use them in a detective genre but that is probably due to my lack of familiarity with the genre.
Vlad, I'd still like to know who killed the man in the blue suit. I have a theory.
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Post by vladtaltos on Jan 2, 2014 16:59:49 GMT -5
In a bizarre turn of events, it was his daughter, for refusing to let her go to the senior prom. But seriously...it was just an example, but an example that turned into cold-blooded murder.
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Post by platimus on Jan 2, 2014 17:40:21 GMT -5
Yeah, that is very bizarre.
Obviously, the man had some wealth, after all, he had a maid, a butler, and a gardener. I don't think he was the type to lounge around by the pool while others ran his company and made his wealth for him. He was wearing a suit. I speculate that he was a workaholic. Many years of many late nights at the office led his wife to take comfort in the arms of other men. She recently approached him with divorce papers that would give her a slight majority of the man's wealth. The victim, having evidence of her affairs, confronted her and denied her request. I believe the wife was somehow responsible. I just can't decide if she is sleeping with the butler or the gardener or both. Nor can I decide if she coaxed the gardener into the deed or merely attempted to frame him with the muddy footprints.
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Post by vladtaltos on Jan 2, 2014 18:34:08 GMT -5
The boots would've definitely been a red herring, trying to implicate the gardener. You thought it through quite well, though. The actual murderer is outside the family, I think, to make things difficult, say the daughter's boyfriend, whom she coaxed into doing her dirty work. The shamus would have to do quite a bit of legwork to find the killer. Good stuff!
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Post by zman68 on Feb 24, 2014 9:11:23 GMT -5
Add me as another who would be interested in a detective genre adventure!
Does anyone remember the adventure "The Maltese Clue"? It was an adventure from Judges Guild back in the day (giving away my age here) and was designed for use with AD&D. I remember it having Sam Spade Lonetree as the main character and vaguely remember it having clues and maps. If I recall correctly it might have been mixed a little with fantasy as I think there were monsters in it. So, it may have used regular combat as opposed to using guns. I really only remember bits and I disposed of it years ago. It was a fun adventure though. Maybe something similar to it could be created, if anyone actually has the original adventure to compare and provide some ideas. Would love to see a remake. I do remember having always wished it was solo as it required a DM to play.
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Post by jimmyd on Mar 8, 2014 16:45:11 GMT -5
I am all for this idea and genre. I really liked the game Top Secret many years ago but never could find someone to play it with. I think that if you lump the detective and spy genres together and take a cinematic view of it then you get adventures packed with action. Throw in the gangster movies and you can get some interesting games. After all... campaigns should be more about solving problems than sword/gun play anyway. Darkscar is right though, this would be a different vector for DCG.
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Post by jlv61560 on Apr 4, 2014 21:42:08 GMT -5
I'd be very interested in seeing this go further as well. As a side note, I remember there was a game published quite a few years ago based on Sherlock Holmes. The game included a map of London, as I recall, with some locations you could go to (Scotland Yard, the Docks, the Locksmith, the Cab company, etc, etc -- there were about 20 locations or so) and had a series of booklets published with it, each of which contained various scenarios (mysteries) and numbered paragraphs. You went to the various locations and then looked in the book which would refer you to a numbered paragraph where you would find out the clue at that location for the particular mystery you were working on. It was kind of a cross between a programmed adventure and a map driven one in that regard. In order to win, you had to correctly identify the criminal, the method used (not all crimes were murders, some were extortion or kidnapping or simple theft) and the motive for the crime. Some clues were positive ("a knife was used to kill the victim") in that they clearly identified a pertinent bit of information, while others were negative ("the butler was visiting family in Lincolnshire") in that they basically told you that something was NOT what you expected it to be. As an analogy, if DCG did a programmed adventure this way, they would have a large map of the adventure, which would allow you to choose various destinations to go to find things out or attempt to thwart the villain(s) based on your own free choice, and then you would cross reference the locations with numbered paragraphs at each of those locations (possibly with several other, minor locations contained in each one of the larger ones -- in effect, "mini-dungeons" in which fighting and looting and information gathering would occur) which would describe the clues or information found, or provide a battle-map and encounter that would have to be resolved. At the conclusion of the adventure, you would have visited most or all of the locations, won the fights, solved the mystery, rescued the kidnap victim, etc. Sort of like GrailQuest but more graphically appealing! In the Sherlock game (maybe it was called "221B Baker Street?" -- it's been a long time since I last saw this game) you didn't necessarily have to visit every location in order to figure out the solution to the puzzle (though if you insisted on total confirmation of every bit of information, you would probably have to); I used to be pretty good at guessing the outcome with only part of the information available -- but then, I was a trained intelligence officer.... I could easily see something like this being used for a fantasy/Sci-Fi/western programmed adventure though (in addition to purely crime-solving Detective-style games) -- involving research and information gathering, some travel (with possible encounters along the way) between various locations, and some fights at certain points to either capture the bad guy, release the victim (if any), secure the artifact, or whatever. Could be a lot of fun!
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Post by vladtaltos on Apr 4, 2014 22:08:14 GMT -5
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Post by jlv61560 on Apr 5, 2014 11:44:05 GMT -5
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Post by platimus on Apr 7, 2014 17:04:56 GMT -5
I'd be very interested in seeing this go further as well. As a side note, I remember there was a game published quite a few years ago based on Sherlock Holmes. The game included a map of London, as I recall, with some locations you could go to (Scotland Yard, the Docks, the Locksmith, the Cab company, etc, etc -- there were about 20 locations or so) and had a series of booklets published with it, each of which contained various scenarios (mysteries) and numbered paragraphs. You went to the various locations and then looked in the book which would refer you to a numbered paragraph where you would find out the clue at that location for the particular mystery you were working on. It was kind of a cross between a programmed adventure and a map driven one in that regard. In order to win, you had to correctly identify the criminal, the method used (not all crimes were murders, some were extortion or kidnapping or simple theft) and the motive for the crime. Some clues were positive ("a knife was used to kill the victim") in that they clearly identified a pertinent bit of information, while others were negative ("the butler was visiting family in Lincolnshire") in that they basically told you that something was NOT what you expected it to be. As an analogy, if DCG did a programmed adventure this way, they would have a large map of the adventure, which would allow you to choose various destinations to go to find things out or attempt to thwart the villain(s) based on your own free choice, and then you would cross reference the locations with numbered paragraphs at each of those locations (possibly with several other, minor locations contained in each one of the larger ones -- in effect, "mini-dungeons" in which fighting and looting and information gathering would occur) which would describe the clues or information found, or provide a battle-map and encounter that would have to be resolved. At the conclusion of the adventure, you would have visited most or all of the locations, won the fights, solved the mystery, rescued the kidnap victim, etc. Sort of like GrailQuest but more graphically appealing! In the Sherlock game (maybe it was called "221B Baker Street?" -- it's been a long time since I last saw this game) you didn't necessarily have to visit every location in order to figure out the solution to the puzzle (though if you insisted on total confirmation of every bit of information, you would probably have to); I used to be pretty good at guessing the outcome with only part of the information available -- but then, I was a trained intelligence officer.... I could easily see something like this being used for a fantasy/Sci-Fi/western programmed adventure though (in addition to purely crime-solving Detective-style games) -- involving research and information gathering, some travel (with possible encounters along the way) between various locations, and some fights at certain points to either capture the bad guy, release the victim (if any), secure the artifact, or whatever. Could be a lot of fun! I really like the way that sounds. I would like to see the choose a location, hex-crawl your way there, enter 'mini-dungeon' formula in any of the genres.
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Post by ednote on Jan 20, 2015 8:04:43 GMT -5
Is this being covered by one of modules mentioned as being in the pipeline?
Ed
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