The Directors (
productions) wrote2014-05-21 06:08 pm
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Entry tags:
murder plot post
Each week, one culprit will succeed in killing their victim. But the game doesn't end there, as a murderer must also succeed in covering up their crime. If you are interested in being the culprit for this week, please fill out the following and post it under the appropriate heading below.
Designated killers may also fill this out; if they would prefer to only be chosen if there is no regular killer this week, please make note of that.
Please read the following, and then fill out the form:
Character Name: Your character's name.
Intended Victim: It is all right to list more than one potential victim and let us choose, but please don't list more than 5. It's also all right to talk to the player of the intended victim beforehand, but not required.
Plot: Please be very detailed. Describe how your character will get the victim alone (or, if the victim won't be premeditated, how they will choose their victim), what tools or skills they will use, how the kill would ideally happen, and the steps your character will take in covering up the crime or framing someone else.
Where it goes wrong: Even the best laid plans can be frustrated. What mistakes could be made in the heat of the moment? What actions might the victim take to upset the plans? Where would bad luck or poor planning trip the character up? Describe what might point detectives to your character as culprit, and if possible give specific clues. Clues can include things left behind, a particular time and place your character would have been seen, alibi, the condition of the body, and the use of their specific skills or items. This is required, but if your character would be very thorough you can assume bad luck or producer manipulation.
Suspects: Suggest several potential suspects other than your character. This can be characters your character might be trying to frame, or just anyone you think would be another possible culprit.
NOTE: Some guidelines on writing a good murder mystery, one we're likely to pick: a good mystery isn't one where your character is unlikely to get caught, nor is it one where there's a trail of evidence leading to your character. It's one where there is a clever way for your character to get caught, but if that way isn't solved, your character won't be suspected.
Think of it this way: we have to make the mysteries solvable. Clues that don't lead anywhere, unnecessary complications, or something too simple with nothing to trace back to your character won't be fun to solve, so if your mystery relies on that, we'll have to alter it. But likewise, if the defining evidence is something that might be found early on, that also won't be fun. The best flaw in the plan is a train of logic that, if followed to its logical conclusion, would implicate your character, but the players have to do some legwork and serious thinking to get there. That logic can lead to physical evidence, but only if that evidence either wouldn't be found or the significance wouldn't be understood on its own.
If your character would naturally come up with a clever plan, think about how something could go wrong out of their control. Just remember that the 'where it goes wrong' is the most important part of the plan, and the more creative you are, the better. We suggest you even start your plan there, figuring out how your character could get caught, and build the rest of the plan backwards.
Rules
Setting
Information Cards
Designated killers may also fill this out; if they would prefer to only be chosen if there is no regular killer this week, please make note of that.
Please read the following, and then fill out the form:
Character Name: Your character's name.
Intended Victim: It is all right to list more than one potential victim and let us choose, but please don't list more than 5. It's also all right to talk to the player of the intended victim beforehand, but not required.
Plot: Please be very detailed. Describe how your character will get the victim alone (or, if the victim won't be premeditated, how they will choose their victim), what tools or skills they will use, how the kill would ideally happen, and the steps your character will take in covering up the crime or framing someone else.
Where it goes wrong: Even the best laid plans can be frustrated. What mistakes could be made in the heat of the moment? What actions might the victim take to upset the plans? Where would bad luck or poor planning trip the character up? Describe what might point detectives to your character as culprit, and if possible give specific clues. Clues can include things left behind, a particular time and place your character would have been seen, alibi, the condition of the body, and the use of their specific skills or items. This is required, but if your character would be very thorough you can assume bad luck or producer manipulation.
Suspects: Suggest several potential suspects other than your character. This can be characters your character might be trying to frame, or just anyone you think would be another possible culprit.
NOTE: Some guidelines on writing a good murder mystery, one we're likely to pick: a good mystery isn't one where your character is unlikely to get caught, nor is it one where there's a trail of evidence leading to your character. It's one where there is a clever way for your character to get caught, but if that way isn't solved, your character won't be suspected.
Think of it this way: we have to make the mysteries solvable. Clues that don't lead anywhere, unnecessary complications, or something too simple with nothing to trace back to your character won't be fun to solve, so if your mystery relies on that, we'll have to alter it. But likewise, if the defining evidence is something that might be found early on, that also won't be fun. The best flaw in the plan is a train of logic that, if followed to its logical conclusion, would implicate your character, but the players have to do some legwork and serious thinking to get there. That logic can lead to physical evidence, but only if that evidence either wouldn't be found or the significance wouldn't be understood on its own.
If your character would naturally come up with a clever plan, think about how something could go wrong out of their control. Just remember that the 'where it goes wrong' is the most important part of the plan, and the more creative you are, the better. We suggest you even start your plan there, figuring out how your character could get caught, and build the rest of the plan backwards.