05-02-2021, 10:00:55 AM
(05-02-2021, 08:55:44 AM)Florien Wrote: [...] Maybe limit personal evidence and focus more on scene evidence. That is, instead of people leaving their hair at every crime scene, only leave hair under circumstances where it would be realistic to do so, such as a fight, or some trickery set up by an innocent to catch their murderer beforehand.
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Like, I think of this as working to solve the case yourself, rather than planting evidence leading to the solution. Don't think about the case you have to set up as a host as "Okay this person murdered someone, how does the evidence implicate them?", instead think of it as "This person did these actions while murdering someone. What evidence, if any, would logically be left behind by those actions, individually and together?" It leaves it more up to the players to put the evidence together as they find it while the scum team/murderer offers alternate interpretations of the found evidence, rather than handing them the solution as to who did it and putting the onus on the smaller scum team/murderer to shout "I WAS FRAMED" convincingly enough. It also opens the door to circumstantial evidence playing a bigger role, like it does in actual investigations.
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This sounds good on paper, but since most games have a rigid day-night cycle and more ridiculous murders than an average season of Midsomer Murders (likely caused, in part, by the storage rooms that would probably produce the Ark of the Covenant if asked), I feel like this will be very hard to implement. If it's just evidence being left behind "logically", what's stopping a killer from doing the same finely-detailed evidence-free murder multiple times in a row, with only minor cosmetic changes such as the murder weapon?
True, this system is flavourful, making everything seem like more of a realistic investigation, but these games don't feel suited for that at all.