Better for mystery adventures?


4th Edition

Contributor, RPG Superstar 2008 Top 16

About the shift away from enchantments and divinations. Shouldn't this make mysteries a lot more challenging? No more:

(1) See body
(2) Cast spell
(3) The butler did it!!

I suppose some of the rituals could get around this of course. Not to mention the introduction of new power sources like psi.

Has anyone tried a mystery themed adventure yet? If so, how did it go?


Hal Maclean wrote:

About the shift away from enchantments and divinations. Shouldn't this make mysteries a lot more challenging? No more:

(1) See body
(2) Cast spell
(3) The butler did it!!

I suppose some of the rituals could get around this of course. Not to mention the introduction of new power sources like psi.

Has anyone tried a mystery themed adventure yet? If so, how did it go?

I'm sure there will be rituals that emulate those types of powers. I just hope they are limited in power, or I may have to ban them in my game. I do tend to throw some mystery campaign arcs in from time to time.


P1NBACK wrote:


I'm sure there will be rituals that emulate those types of powers. I just hope they are limited in power, or I may have to ban them in my game. I do tend to throw some mystery campaign arcs in from time to time.

There is already a Speak with Dead Ritual, isn't there?

It seems like 4E will be much better for mystery/who-dunnit type games, with the largely scaled back divinations. But I haven't tried it so far (enjoying playing too much to run, yet!)

Cheers! :)


I'm running Chimes at Midnight in 4e this weekend, so I think it's a good fit. The skill challenge concept certainly fits the genre well (see the Roll vs. Role article this week from DDI for examples of CSI-like skill challenge examples), even if the DMG skill check DC's need to be tweaked.


Hal Maclean wrote:

About the shift away from enchantments and divinations. Shouldn't this make mysteries a lot more challenging? No more:

(1) See body
(2) Cast spell
(3) The butler did it!!

I suppose some of the rituals could get around this of course. Not to mention the introduction of new power sources like psi.

Has anyone tried a mystery themed adventure yet? If so, how did it go?

I think the designers were reading and loving stuff like Chimes at Midnight and Murder in Oakbridge when they made the powers and rituals. I went looking through a little of this material and there are actual hints that the rituals are designed with this type of a game in mind. One of the earliest available divinations mention gaining an extra clue for example but makes it clear that you don't get to find out who perpetuated the deed. I think you fantasy Murder Mystery campaign is good to go 'cause I think the designers had Agatha Christie on the brain when they did the divinations.

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