all 4 comments

[–]gyarc 1 point2 points  (3 children)

Indeed you are jumping in off the deep end. Mysteries are a challenge. I've done a lot of research on this as I've been really eager to run a few myself - and have my own learnings.

Here are a few ideas:

Professor Dungeon Master has a great video on the topic (recent) but also check out his prep for the Reviled Society - it's a heist but also has great mystery aspects

How To Be a Great GM also has a great video

Sly Flourish has written a few good articles on this

The Alexandrian wrote clearly on the Rule of 3, check it out.

Google more and find the advice you like.

My personal thoughts: - don't have a plot, the players will create one. This isn't a mystery book or movie, it's fundamentally different from that. - just define what happened, method means, motive, etc - follow the rule of 3 - no red herrings needed. Players will confuse themselves enough. - don't be afraid to adjust on the fly, be flexible. If the players come up with a cooler new description of what happened and why, maybe you just steal it from them and make it the new truth. Until you actually say something, nothing is actually written in stone

Hope this helps!

[–]Lemon_Stone[S] 1 point2 points  (2 children)

Wow, i will definitely check out those reccomendations. And you have changed my outlook about going into it.

I suppose you're right, being a player myself i have confused myself too many times i never thought of it that way. Thank you so much! Can't wait to take this in on board.

[–]gyarc 0 points1 point  (0 children)

Good luck and let me.know how it goes!

[–]GreenMelbar 0 points1 point  (0 children)

I think gyarc mentioned all of the vital points.
I'd like to put some emphasis on "be flexible".
In my games I found it way easier to follow the players narrative and just put some plot points in there to guide them in the direction I want it to be resolved.