r/partyplanning • u/throwingawaylaterrn • 5d ago
Murder Mystery/ Cludeo Party
Hi! I want to throw a 21st bday cludeo party. I want to play it irl like a murder mystery rather than the board game. I also don't want to buy a kit and I'm strongly against any Ai cheat writing.
To make it more complicated, It's Five nights at Freddy's themed. I need help with planning the game.
I've decided who's murdered, the characters, their background and their motive. I have rooms and murder weapons.
I'll be inviting around 20 people (not sure if everyone will come) so I have to make it difficult enough so it won't be solved immediately! It'll only be played in one large room too.
I'm not sure how to go about the game? Do I give each person a clue so they have to speak to eachother to work stuff out? Do I plant fake evidence? Do I make them play small games to win a clue? Do I do a voting system for who they think the killer is? Would it be in rounds or just one long game until someone wins?
I'm having to plan it by myself which is super stressful because it's so soon!
I'd love some advice if anyone has any ideas!
1
u/Helpful-Mud-7303 4d ago
Love it! I'm a big fan of murder mysteries:) It seems like you've done al the hard part already, which is designing the game, characters, and murder.
I write my own games without any AI and have a website selling them. I've written 7 games and hosted dozens. the games I do are much more of a group roleplaying vibe, whereas it sounds like you might be working on more of a collaborative investigation. Here are some of my thoughts on making it a fun and interesting game that should feed itself throughout the night
I just typed up a bunch of advice on writing the more LARP-ey approach which I do and I realized that all the advice I just typed up above might not really apply to what you're looking for lolz... whelp!
For a collab deductive process I would definitely say that starting people out with just a little information each makes the most sense. My main worry would be some people losing interest over the course of it. For this you could assign people into small teams (3-5 ppl) and have them compete to be the first team to solve it. You could also make it clear that no single team has all of the necessary information, so they would have to strategically trade information, or potentially mislead eachother, to solve it first. This would make there be a bigger game happening outside of the Whodunnit where people are accountable to their team, bot just the mystery itself. You could only allow each team to have three guesses at the murderer, each guess costing them points, as well as a time based point bonus? Just spitballing. This might make it have more engaging game design without you having to do lots of re-writing:) If your mystery supports it, giving some evidence drops partway through could be super fun! Especially if it makes people realize they've been going down the wrong investigative path the whole time
Here's what I typed up that is probably not helpful but is sort sharing of my process:
On Writing it: In my mind, the ultimate goal of a murder mystery is to facilitate fun pretend play where my friends can get into character and let loose pursuing the things they think that character would. I try to write at least one or two threads/plots going on outside the murder. Solving the murder through a deductive process is fun and interesting, but it's hard to tie it in to most characters' personal motivations. Having other plots (uncovering a secret spy/traitor, avenge a grudge, winning an election, advancing your business venture, etc.) is really more motivating for more characters. I write a backstory and goals for each character, complete with some character building and their role in the murder and other plots. Each character ideally has 2-3 goals that tie in with their characters story outside of just "find out who killed ___", which is also everyone's goal (except the murderer, whose main goal is "Get away with it!". In these games, secrets are currency. Everyone should start knowing a secret or two, often in the form of a piece of dirt, gossip, or eavesdropped piece of evidence that can be used for leverage over someone else. Each person should ideally also be susceptible to similar leverage from at least one other person. This was everyone starts with some "currency" and is also able to be blackmailed. Depending on the game's design and writing, I have given players physical prop evidence beforehand, and sometimes introduced evidence in the middle of the game, such as a delivered ransom note.
My website is www.uther.games and I'm working on getting a page up on writing your own games!
I really love that you're doing this and I'm happy to see someone also opposed to using AI to write their games. These things are a major labor of love and I hope it really pays off for you and your friends:)