Interactive Puzzling is Murder on a Work Day!

[Image courtesy of Carriageway.com.]

It all started with a board game at lunchtime.

TableTop Day is a popular annual event here at PuzzleNation, and several of my fellow puzzlers enjoyed it so much that they wanted it every week. Well, we couldn’t swing that — deadlines and all — so we play games every Wednesday during lunch.

During a particularly spirited round of 10 Minutes to Kill — a game where every player controls a hitman trying to take out three targets without being identified by the other players or the police — the subject of murder mysteries came up, and I let slip that I’d helped write and run several murder mystery dinners in the past.

[Image courtesy of Vancouver Presents.com.]

So, naturally, the idea of running a murder mystery at work became a recurring topic of discussion.

As a huge fan of interactive storytelling — be it tabletop role-playing games like Dungeons & Dragons, improv theater, LARPing, or other group activities — the idea appealed to me.

Of course, I had one huge hurdle to overcome: the work day.

You see, murder mystery dinners thrive on the theatricality of the event. Attendees can overhear arguments, catch snippets of banter and exposition as they walk around, and engage characters in conversation to learn more. The more you interact with the story, the better chance you have of solving the mystery, but even passive players will get the big picture.

But in a normal workday, I can’t stage big elaborate sequences, like a failed marriage proposal or someone tossing wine in another’s face. I’d have to find another way to deliver information, mysteries, and drama.

Thankfully, as a puzzler, I’m accustomed to writing clues. Cluing is simply delivering information in unexpected ways. Whether it’s through deceptive wordplay, puns, or connections with other entries, crosswords and logic problems are excellent training for being creative and stealthy while presenting important information.

So, I mapped out the murder and the characters I’d need to pull it off, and cast those characters from a group of fellow puzzlers. At the same time, I gauged interest from other coworkers to see who’d be interested in trying to crack the case, and began devising ways to weave them into the narrative. (This was more intimate than writing your usual murder mystery dinner for random attendees, since the latter is more about creating scenes than tailoring it to specific people and circumstances.)

[Can’t have a murder mystery without an animal for someone to pet fiendishly.
In this case, my trusty armadillo in a cowboy hat, Armando.]

My goal was to get everyone prepped to play on Monday, and then actually run the mystery on Tuesday and Wednesday, with the murder having occurred overnight.

Which led to another big hurdle. I couldn’t exactly stage an elaborate murder scene in a way that was unobtrusive to the workday, so I’d have to describe the scene to the players and let them ask questions about it.

But how do I leave clues for the players that are readily identifiable as clues and not just the ephemera of a working office? After all, any good murder investigation needs some convenient clues to uncover that will help unravel the mystery.

I opted to mark any clue (which were most often color pictures of actual items, like a stashed wallet or a threatening letter) with the symbol below, to remove any doubt that this item was involved someway in the murder mystery:

Okay, that takes care of the clues. But what about the actual interaction, where players ask questions of characters and gain the valuable knowledge needed to solve the crime?

Sure, a lot of that can be done through group emails and instant messenger programs, encouraging the investigators to share what they’ve learned, so there wouldn’t be random gaggles of investigators creating a distraction as they ponder the latest clue found or deduction made.

As a storyteller, whether you’re running an RPG or a murder mystery, you not only need to know the details of your story backwards and forwards, but you need to anticipate what questions the audience will ask.

And no matter how prepared you are, I assure you, the players will ALWAYS find a way to monkey-wrench your plans, whether they approach the problem from an unexpected direction or they ask for information you hadn’t prepared in advance. There had to be a simple way to reflect this in the actual gameplay.

To deal with this, I borrowed an idea from Lollapuzzoola and created Holmes Tickets, which were catch-all requests for deeper insight or information than had been provided. Basically, anything that would require outside intervention or skills beyond that of the casual investigator could be revealed by spending a Holmes Ticket.

Dusting for fingerprints, getting ahold of a coroner’s report, uncovering information on a missing check…all of these and more were results of investigators cashing in their Holmes Tickets at various points in the investigation.

So, how did the actual murder mystery go? Well, I’d love to tell you, but it’s not finished yet! The work day proved more intrusive than expected — damn those pesky deadlines and responsibilities! — so we’re rolling into a third day of passive gameplay.

By hook or by crook, the story will be wrapped up today, and I’ll be able to fill you in more on the actual story, clues, and progression of each investigation. For now, I’ll just let you know that there are currently three bodies to account for (our killer has been busy since Monday night), and a host of theories, but no firm accusations yet.

We shall see if justice is served or if our crafty killer gets away.


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The Crystal Maze returns!

[Host Richard O’Brien tempts you into testing your mettle in The Crystal Maze.]

Crowdfunding strikes again!

This time around, fan support and puzzly outreach has resurrected The Crystal Maze, a classic puzzly TV show from across the pond.

From 1990 to 1995, contestants would team up to overcome physical and mental obstacles under a tight time limit as they tackled the show’s signature themed zones, including an Aztec one, a medieval one, and an industrial one, earning crystals for every completed puzzle or activity.

Those crystals could then be converted into time allotted to confront the final challenge: the Crystal Maze itself.

The Indiegogo campaign raised nearly double what the team of designers was asking for! But, instead of a TV show, The Crystal Maze is returning as a fully interactive experience for the public, tasking you with completing these challenges yourself.

With the recent popularity explosion of Escape the Room experiences, this seems like a fantastically entertaining next step in immersive puzzle-solving.

[A computer-generated mock-up of the new Aztec zone.]

Not only are there actors to play various roles within each zone, but host Richard O’Brien is returning to “welcome guests in a time-honored fashion.”

Tickets are on sale now for the March 15, 2016, launch of The Crystal Maze experience in London. You can book individually (£50 on weekdays, £60 on weekends), sign up with a full team (8 people), or book an entire session (32 people, since 4 teams can run through each session). Each session runs approximately 90 minutes.

Hopefully you’ll do better than this player:


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PuzzleNation Product Review: Compose Yourself

Compose Yourself, ThinkFun’s latest offering, is unlike any product I’ve ever reviewed before, and that’s part of what makes it special. It is a single unending puzzle and a million different smaller puzzles all at once. It is literally as simple or as complex as you choose to make it.

You’re given sixty transparent cards (two copies each of thirty distinct note patterns). Each card features four different codes: one for the notes as they appear, one for the notes rotated 90 degrees, one for the notes backward, and one for the notes backward AND rotated 90 degrees. This allows for a staggering number of choices for a budding composer.

As you play around with placing the transparent cards in various order, you can log into the ThinkFun website and use the code provided to access a digital composing program.

[A picture of my first composition in progress…]

Input the codes from your layout of transparent cards in groups of four — as many as you wish! — and then click play. You can hear your new composition played on marimba, performed by an orchestra, or in both modes simultaneously!

Now, I confess, I am not a musically inclined person, but after fifteen minutes or so playing around with random cards — placing, flipping, reversing, and rotating them — I finally clicked play, and I was surprised by the results. (I’d unintentionally created a tune that felt perfect for the background of a Legend of Zelda game. *laughs*)

It feels like your work comes to life at your fingertips. And all you can think about is how to improve it, how to make the most of it, and how new cards will change it.

Each card represents part of a puzzle, and you may have no idea what the finished product will be, but that doesn’t make the process any less satisfying. This is old-school free-form creativity, like dipping your hands into a bucket of LEGOs, pulling out some pieces, and seeing what you can create.

ThinkFun has challenged us in the past with puzzlers like Houdini and Gravity Maze, and they’ve offered younger solvers the chance to learn coding in Robot Turtles and optics in Laser Maze, all while enjoying an experience that feels like play because it IS play.

But they’ve truly outdone themselves with Compose Yourself; it’s a learning experience, a creative experience, and a puzzly experience all at once. What a treat.

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Pints and Puzzles

If you’re a habitual crossword solver or a puzzle enthusiast in general, odds are you’ve got a good head for trivia.

Many of the puzzlers I know are vast storehouses of information, cobbled together in an incomprehensible mishmash of disorganized, dusty filing cabinets, containing endless wonder and factoids galore. They might not be the tidiest minds, but they’re invariably the most interesting.

And whether you exercise your voluminous knowledge with games like Trivial Pursuit, puzzles like crosswords, or online trivia associations like Learned League, you should know of yet another avenue to explore to satisfy your thirst for random facts and obscurities: the pub quiz.

Pub quizzes and trivia nights have been around for a long time now. While I was on vacation in Alaska, I participated in two nights of pub trivia shenanigans courtesy of Geeks Who Drink, wherein I performed admirably and represented PuzzleNation with honor, dignity, and no small amount of self-congratulatory cheering.

But did you know that puzzles are also quickly becoming prime entertainment options at bars and pubs worldwide?

Oh yes! The folks behind Puzzled Pint are the best known purveyors of pub puzzles these days, offering first a location-based puzzle for solvers to unravel (in order to discover where the next puzzle event will occur), then more puzzles to enjoy when solvers arrive!

Now, puzzles and pubs are hardly strangers to one another. Local blacksmiths often tasked their apprentices with creating mechanical puzzles like the one above (known as disentanglement puzzles) because forging the intricate pieces was excellent practice of various blacksmithing skills. These puzzles often found their way into nearby taverns, becoming popular pub activities and challenges.

As it turns out, you can find puzzles anywhere these days. And there’s nothing trivial about that. =)

Thanks for visiting PuzzleNation Blog today! You can share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and be sure to check out the growing library of PuzzleNation apps and games!