05-01-2021, 14:58:02 PM
I have a quick question: Do hosts tend to come up with evidence that could point to the killer before starting the game, or is it more of a spontaneous thing? If it's the latter, I wouldn't be surprised. Planning out role lists, settings, ect. sounds like a lot of work coming from you guys. But, speaking as a mystery reader and writer, evidence is something that needs to be planned and chosen carefully.
A kinda-long rant on what I'd do
I'd personally do the former; have a list of few pieces of evidence a killer could reasonably leave behind, and drop them around as needed, probably once per kill. Stuff like hair, threads from clothing, make-up, or footprints. Fingerprints tend to annoy me a fair bit, since they only make one person suspicious.
To put this into practice, let's say that, in a specific instance, this guy was the killer. There's a lot of evidence he can drop: three different fur colours that aren't unusual on human heads of hair, three cloth colours that, again, aren't too outrageous, and that's not even taking hobbies, personality traits, and in-game events into play. Putting jigsaw pieces like those together seems way more satisfying than fingerprinting something to luckily find a perfectly-preserved fingerprint, in my opinion.
I think I may have spoken against evidence-forging roles at one point. I revoke that argument; for my system, evidence-forging becomes a lot better: players will have to try and deduce which evidence is real and which is fake.
This is all just a theory, to be perfectly honest, but I think this might be a lot more viable than having a lot of random elements determining what gets found.
To put this into practice, let's say that, in a specific instance, this guy was the killer. There's a lot of evidence he can drop: three different fur colours that aren't unusual on human heads of hair, three cloth colours that, again, aren't too outrageous, and that's not even taking hobbies, personality traits, and in-game events into play. Putting jigsaw pieces like those together seems way more satisfying than fingerprinting something to luckily find a perfectly-preserved fingerprint, in my opinion.
I think I may have spoken against evidence-forging roles at one point. I revoke that argument; for my system, evidence-forging becomes a lot better: players will have to try and deduce which evidence is real and which is fake.
This is all just a theory, to be perfectly honest, but I think this might be a lot more viable than having a lot of random elements determining what gets found.