Thought I'd collect the verbose conversation that was started on Discord (I've left off some stray comments)
DAVE: Riffing off something either Mike or Bill said (or maybe both), I think a problem I am having is that I want things (Clues, Void Clues) to make sense, so it takes me some time to consider it. But they really don’t need to other than fitting into the setting / sitch where they are found. So … I’ll work on that. Also good comments on more friction / difficulty, esp. with people.
BILL: The game might be a lot more cutthroat if the Theorize roll was based not on number of clues found, but number of clues you actually managed to cram into your theory
MIKE:
What was the clue?
Bag of flour.
Why was that there? What does that even mean?
You tell me, Mavens.
DAVEI have some thoughts on this and running PBTA in general that I’ll type up later when I have a keyboard. (to Bill): That is actually the mechanic – if you don’t include a clue explicitly in your theory (which can include “that’s a red herring / not pertinent”), it doesn’t count in the Theorize roll. You guys are just good about figuring out how the clues fit.
BILL: From the mystery stories I’ve watched or read, I feel like the best clues are…
- ordinary. Handkerchiefs, mugs, or books, not shell casings from the murder gun or something
- out of place. What attracts us to the clue is that it doesn’t belong
DAVE: Point. The clues offered up in the BB mysteries tend to be a little quirky, but most notable for that second point (being out of place), but also capable of meaning in interesting ways. Drops of blood in an unexpected place. A broken egg nog mug clumsily hidden. An extravagant gift for Chestnut IV. Those could be completely mundane, but are highlighted as clues to guide, inspire, or complicate the theorizing.
JAMES: I always remember one of the Columbo case solving clues. A famous pianist drove home in the middle of a televised show, killed his wife, then drove back to finish the show. The clue that got him caught was that he had a boutonniere that fell off when he killed his wife, that he then put back on after he came home and “found” his wife dead. That little thing being off/out of place
DAVE: So BB would probably not allow as explicit and dispositive a clue as that; a clue cannot solve the murder. But there can be boutonnieres found as Clues, and video of concerts posited where he wasn’t wearing it as part of the Theorizing (to some subjective degree you can make some shit up in Theorizing to fill in gaps).
(On that note: if the theory had been that Thomas got scratched by Amelia and that’s where the drops of blood Clue came from, it could be posited in the Theorizing session that, hey, yeah, Thomas has a bandage on his hand. It doesn’t affect the roll, but it helps slot in the Clue.)
Or maybe there is video of the concert that shows the missing boutonniere as a Clue; there should be some leeway where he can say, “It fell off in my dressing room and I only realized when I went back to get my car keys” or something. (I’m sure there’s a reason that excuse didn’t work in the Columbo episode)
BILL: A Charlie Chan film had a flower left at the crime scene not to solve the murder, but introduce a new suspect
BILL: 1. Like I think that this game is trying hard to walk a line. Mysteries kind of have to make sense. These things happened and therefore this is who did it. But you need a certain amount of coherent planning to achieve a coherent outcome. And this system is basically saying “don’t do that, just say shit and let people play free association”
Humans are great at pattern recognition so you can sort of get away with it sometimes
But it’s also very arbitrary. It’s a capital C Clue if we made a die roll to harvest it, anything else just doesn’t enter into the odds of successfully solving the mystery
DAVE: You’re not wrong. It’s a brilliant way of not having to craft actual mysteries (and then railroad the players into their solution), but also a bit arbitrary from what gets counted as a Clue. E.g., the cliffhanger of finding the named suspect with a knife in their back … isn’t actually a Clue. Something a character says isn’t a Clue, unless you roll the Meddling Move before they say it. Of course, those things can inform the Theory being made, but they don’t increase the chance of the Theory being correct. Which doesn’t encourage a lot of active role-playing (even with the Suspects), at least from a mechanical standpoint.
That said, “coherent planning to achieve a coherent outcome,” I was kind of amazed (both times so far) at the way you folk Theorized and made something coherent out of it. It feels like a weird cheat, from a detective/mystery standpoint, though it actually rings true to how actual police work works: the answer can’t be known (until the trial is concluded), but we need a theory of the case with good enough supporting evidence to get the DA to file charges.
MIKE: I have some thoughts on this and running PBTA in general that I’ll type up later when I have a keyboard.