Case Closed

The suspects

I finished up two investigative scenarios in the last week or so. The experiences could not have been more different. I was the GM for one and a player in the other. They were in very different genres and systems too. I am going to have a go at dissecting them and trying to compare them, nonetheless.

D&D 5E – An Unexpected Wedding Invitation

I wrote a little about this short campaign here. At the time I wrote that, I didn’t even know it was a murder mystery, to be honest. It is a published, third-party 5E scenario so I could have looked it up, but I avoided reading anything about it online. Our wonderful DM was also the consummate host and was always wonderfully welcoming. She was a great DM too. We met in person over the space of eight sessions, more-or-less every two weeks. Our DM, who has run this scenario more than once previously, informed us afterwards that we took far longer to get through the scenario than other groups. Personally, I think that’s probably because of a couple of very important factors. Firstly, we had a fairly large group, five players and the DM. But, I think the second factor is what really pushed it so far beyond the normal length for the scenario. We were all chewing the scenery at every available opportunity. This group of players does not shy away from the first person, expansive, full-chested role-playing and it honestly does my withered heart good to see it every time we get together. We all had reasons for going ham as well. There was the promise of romance and, failing that, friendship. The possibility for court intrigue and drama was there as well. But, certain sections of the table were there to get their kisses in (in the infamous words of Lou Wilson.) The mystery was almost secondary to those folks.

As for the mystery itself; I won’t go into details. No spoilers except to say that there is a murder and we were not aware of that aspect going in. I don’t know if the DM advice is to keep that from the players until it happens but that was the case for us. Anyway, that was quite exciting actually. To discover there was an actual crime to figure out gave us all a shot in the arm! Up until then we had been essentially casing the wedding for curses and harassing the guests with weird, cryptic questions about the nature of one family’s bad luck. So, when we had a specific thing to investigate, it filled us with the sort of motivation that, I feel, the scenario failed to provide up to that point.

As for the investigation itself, it’s all about the NPCs in this adventure. That seems appropriate for a mystery game and this particular scenario was replete with well drawn NPCs who had distinct personalities, motivations, idiosyncrasies and voices (provided quite expertly by our DM.) You have the bride and groom, of course but you also have a cast of characters drawn mainly from the families on both sides. There are several set-piece scenes that are designed to allow the PCs to get to know the cast and our DM graciously provided us with portraits for all the main NPCs, hanging them on her DM screen. This was very helpful as there were a lot of them and without that constant visual aid, it would have been much harder to keep track. Our interactions with the NPCs seemed to give us positive or negative standing with them, leading to later conversations being more or less difficult for us.

The setting was integral, of course. An opulent country manse belonging to one of the families involved, surrounded by a generous estate on which they enjoyed hunting and picnicking. The adventure provided a couple of maps; more for reference than anything else as there was not a fight to be had at this affair.

As I said, I am not going into spoilers here about the murder, the suspects or the ending but there are a few things I can say. It seems as though the adventure comes with several prepared possible endings. The actions of the players, their standing with the major NPCs and their final pronouncement of who they figure did the murder all seemed to have an effect on that. This served to give it a slightly video-gamey feel, which was neither good nor bad but certainly leant a lot to the idea that everything was laid out in the adventure quite prescriptively.

Speaking of which, the actions of the PCs throughout felt a little restricted. This was purely a result of playing D&D 5E characters in a genre they were never meant to exist in. Few of our powers or abilities were of much use in this milieu and that felt a little frustrating at times.

Equally, there were several timed events that could not be prevented or changed in any real way by the PCs. Once again, this had the effect of making us feel more like spectators than active participants.

Questioning the NPCs, the most important part of the scenario, by far, and the only one where you could make inroads in your romantic or duelling ambitions, was difficult to say the least. Pretty much all of them could have done it, to be honest. That, by itself, is ok, but failing certain rolls here and there made the process feel fruitless at times. Without some mechanic to allow you to fail forward, it was always going to feel like this.

In the end, we failed to catch the killer. We fingered the wrong guy for the crime. This was due, in large part, to us interacting less with the killer than we might have, failing s couple of clutch rolls in interacting with them and the fact that we were left with too many potential culprits at the end that we couldn’t whittle down further with the evidence we had. Our failure was revealed to us in a sort of cut-scene right at the end. After all the effort we had put in, this felt like losing even though we had all enjoyed playing together around the table. The overall consensus from the players was that 5E was not the system for this scenario. It is not built for this sort of investigation and it led to an unsatisfying feeling from the result of the game even if we had a good time playing together, as we always do.

Blade Runner, Electric Dreams

Two blade runners posing like neon noir heroes in front of a stylised Wallace Corp ziggurat beneath the title of the Blade Runner Role Playing Game.
A photo of the front of my copy of the Blade Runner Start Set box.

I wrote a little about this game here while we were still playing it. At the time of writing that, we were only two sessions in and I was greatly looking forward to the next one. There were two players, playing Detective Novak and Fenna. We did this online, using Zoom and Roll20. It took five sessions of two and a half to three hours each. Having checked out other groups’ experiences with the same case file, I can say that’s about average. I could absolutely see it taking both less or more time since it would be dependent on how quickly the blade runners discover the key clues and how quickly they act.

Electric Dreams is also a pre-written scenario but, I think, importantly, it was produced by Free League as the intro to the Blade Runner RPG. There was never going to be a mismatch of scenario and system like we saw in An Unexpected Wedding Invitation. In fact, it felt as though this scenario was close to perfectly designed to bring players into the world and the system at the same time.

If you are a Blade Runner fan but not familiar with the Year Zero engine or RPGs in general, its got elements from the movies for you to geek out over and allow you to feel part of the megacity of LA by referencing the media you know and love. Meanwhile, it holds your hand through the early interactions with the mechanics, kicking things off with a few basic Observation and Manipulation rolls, teaching you that the more successes you get on your dice rolls, the better the result. As time goes on, the references to the movies remain strong, keeping the whole thing feeling like a natural continuation of or bridge between those stories and establishing a consistent and immersive tone and atmosphere. But you get more and more in-depth interactions with the rules as it introduces you to chase mechanics, combat, use of more complicated investigative techniques and character advancement.

And if you are an old hand at Free League’s signature rules engine, you will be good to go from the start. I was somewhere in between when we started playing. I am a big fan of Blade Runner and I have run Tales from the Loop before so I knew how the system worked well enough. But it was a long time since I had played it and I definitely had to look some rules up in play. This was generally fine, and didn’t take too long. What we also found, was that, once we looked up those rules once, we grokked them and didn’t have to keep referring to the rulebook, which was a refreshing change of pace for a group of players who have mainly only played D&D 5E together before (at least in recent years.)

Now, down to the scenario itself. As with the Wedding mystery, this was largely based around really well drawn NPCs, all of whom were potentially important to the plot. But, from the start, it felt as though the PCs knew who their main suspect was. They were rarely dissuaded from that notion, despite (or perhaps because of) the powers-that-be forcefully reminding them about the way they would like to see the investigation go. Since the characters were playing blade runners, cops in the LAPD, there were a number of NPCs that were there purely to back them up or chivvy them along. You had Coco, the medical examiner (who you also meet in Blade Runner 2049) and Deputy Chief Holden (who got his chest punctured in an interaction with Leon the replicant in Blade Runner) as well as any number of ad-libbed beat cops and the AI LAPD Despatch. The Wallace Corp is represented by one of their replicant executives who was immense fun to play. You also had a few NPCs that were witnesses and were never going to be anything but witnesses. The investigation was not designed to send the detectives off on the wrong path. There was no more than one red herring and that was there more to reinforce a theme than as a real way of derailing things.

What we found was that most of the sessions involved them trying to track the one suspect and discover their motivations and whereabouts. This led them into a web of corporate intrigue and moral dilemmas. That’s what Blade Runner should be about, of course, and Free League nailed that. The PCs were able to use the abilities of their pregenerated characters to do that pretty well. In fact, I would say that they were implausibly successful most of the time. On a couple of occasions they rolled so well that I felt compelled to reward them with information that would not, otherwise, have come up until later in the investigation. Moments like these allowed them to make incredibly effective leaps. What I liked about this scenario is that it allowed for that. There is a timeline of events that will happen at particular points of the investigation, but only if the PCs do nothing to prevent them. So, that doesn’t stop you moving them two steps forward, instead of the usual one. I think it actually encourages that sort of thing, in fact, as the timed events are generally pretty bad for the investigators or the other major characters.

We got an ending that was equal parts satisfying and open-ended, with the PCs making the moral, rather than the legal choice after the corporation took the law into its own hands one too many times. We might return to Novak and Fenna someday, maybe in the next published case file, Fiery Angels. The first one ran so well that I would definitely be confident to play the next one.

Conclusion

It is almost unfair to compare these two games, but it has been impossible for me to do anything else. In blade runner, you had a scenario where any outcome the PCs reached was likely to be satisfying and a system that supported the sort of game you were playing, investigative, character driven and darkly themed. In the other, the scenario felt a little too restrictive and was hampered further by a system that was never designed to support the investigative nature or the regency feel. I had fun with both, but I know where I would turn first if someone asked to play a mystery game.