Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Sue Savage. Show all posts
Showing posts with label Sue Savage. Show all posts

Thursday, 26 December 2024

Crime at Christmas

It is the time of year when a man’s mind turns to murder. Not because he have had enough of his family and his relatives for one year—and just in one day—but because it is traditional to enjoy murder mysteries, whether on the page or one the screen. And of course, such murders should be as cozy as possible. Then, if that murder is cozy, the detectives need to be equally as cozy. When not cooing and aahing over the very latest tragic death that has occurred under their noses, they like attending to their gardens, participating in the Women’s Institute, reading the next title to discuss as part of their book club, knitting something suitable for a grandniece or nephew, organising the next village fete, and singing in the church choir. These are the
Matrons of Mystery, older ladies of leisure whose surreptitious and unobtrusive nature means that they get overlooked when investigating crimes and searching for clues, and eventually putting together a solution which unmasks the perpetrator! Matrons of Mystery is an investigative roleplaying game in which there are mysteries and there are clues to be uncovered, but there is no set solution. And if the Matrons do not get quite get their solution right the first time, they can investigate further and propose another solution!This is what Matrons of Mystery: A cozy mystery roleplaying game—and Brindlewood Bay, the roleplaying game by Jason Cordova it is derived from—both do.

Christmas Crime: Three festive mysteries for Matrons of Mystery presents three more mysteries for the Matrons to solve, but all with a Christmas theme. Each of the three comes with a description of the theme, sets the scene with a set-up, details of the victim, suggests ways in which the Matrons can get involved, and the Teaser, essentially that scene before the opening credits when everyone’s obvious relationships are established and then the dead body of the murder victim is dramatically revealed (cue dramatic music!). This is followed by seven or eight possible suspects, each with a description and reason to want to murder the victim. Lastly there is a lengthy list of clues to be found.

The trilogy starts with ‘Oh No They Didn’t’, which opens with the dress rehearsal for the village amateur dramatics society’s annual Christmas pantomime at the village hall coming to an abrupt halt when Willow Jackson, the lovely young actress playing the lead role of Cinderella, is found lying in the middle of the stage in a pool of blood! Ideally, one of the Matrons should be playing the role of the Fairy Godmother, but the murder mystery suggests other roles too. The second mystery, ‘Bake or Death’, takes place at the village’s annual baking contest with three contests being of note—best mince pie, best biscuit, and best cake. Of these, the best cake competition is subject to the fiercest rivalries. The victim is Lisa Monroe, relative newcomer to the villager and winner of the contest three years in a row. Unfortunately, she is unlikely to winner a fourth time after she is found dead with a cake ribbon wrapped around her neck! The Matrons can be the Judges, contestants, or the organisers. The trio comes to a close with ‘Slay Ride’ in which Bob Chandler, the owner of the local stable yard, who every year plays Santa Claus and provides a carriage as Father Christmas’ sleigh for the village Christmas fete, is found dead in the stables. The Matrons can be organisers of the fete, friends of Bob Chandler, or simply like horses. The teaser as a somewhat gruesome tone when it turns out that Rudolph the Horse’s nose is not red simply because, but because it has something red on it…*

* “Why Rudolph, you’ve got red on you.”

All three cases, the various suspects have secrets and reasons to kill the respective victims. Most of them are not all that nice and all of them are rampant stereotypes typical of the genre. So, there is scope aplenty here for the Game Master to ham up her portrayal of the NPCs, since these episodes—as per the genre—is being broadcast in the middle of the afternoon or the middle of the evening, the perfect cozy, easy spots for the genre. Further, the mysteries themselves are stereotypical, even clichés, of the genre. Or rather as they are properly called, classics. What lifts these classics up above the ordinary is the fact that there is not set solution to the murders. The players and their Matrons can discover the clues, question the suspects, verify alibis, and deduce the identity of the culprit and his or her motivations, and in the process provide a comfortably cozy entertainment, whilst the Game Master gets to portray a cast riddled with jealousies, insecurities, and secrets. Plus, just like the cozy murder mysteries themselves, the murder mysteries in Christmas Crime are just as undemanding when it comes to set-up.

Physically, Christmas Crime is neatly and tidily laid out. It is not illustrated bar the Christmasy front cover. The only that it lacking is some locations for the mysteries to play out in, but the Game Master and her players should be able to improvise those.

What could be cozier than death at Christmas, than the comfortable clichés and mild murders of Christmas Crime: Three festive mysteries for Matrons of Mystery?

Saturday, 8 January 2022

Mavens of Murder

The mystery—as opposed to the mysterious, which has always been there—has long been a part of roleplaying, all the way back to The Maltese Clue, the scenario published by Judges Guild in 1979.  It really came to the fore with roleplaying games like Call of Cthulhu, Gangbusters, and Justice, Inc. and more recently seen in the GUMSHOE System with roleplaying games such as Mutant City Blues, which combines superheroes with the police procedural. What these all do with the mystery is provide the Game Matron with a plot and a set of clues that the players and their characters investigate the mystery and hopefully piece together the clues to uncover the mystery. However, what if the mystery and its investigation was set up the other way around? What if there was no set solution and instead the solution to the mystery could be constructed from the clues uncovered by the players and their characters and would be, if not absolutely correct, then very nearly so? This is what Matrons of Mystery—and Brindlewood Bay, the roleplaying game by Jason Cordova it is derived from—both do.

Both Matrons of Mystery and Brindlewood Bay are Powered by the Apocalypse roleplaying games in which players take the roles of women of a certain age who investigate murder—often much to the consternation of local law enforcement. Brindlewood Bay has an American feel and behind the series of murders a Lovecraftian conspiracy, whereas Matrons of Mystery focuses entirely on the murder mysteries, employs a parred back version of the Powered by the Apocalypse mechanics, and has a decidedly British sensibility being inspired by television series such as Miss Marple, Rosemary & Thyme, Agatha Raisin, Queens of Mystery, Father Brown, and so on. This is not the world of the hardboiled mystery, or even mystery on a medium heat, but that of the ‘cozy’ mystery, set in a small town or village where everyone knows everyone—except that recently arrived stranger, and of course, everyone’s secrets—and there is a strong sense of community, and is of course, suitable for afternoon or Sunday night viewing with all of the family gathered round the television.

Matrons of Mystery: A cozy mystery roleplaying game is designed for three or four players, plus the Game Matron, and each mystery ideally takes a session to solve. This makes it good for one shots or convention games, and the familiarity of its genre means that Matrons of Mystery will be easy to grasp and familiar to most players. In Matrons of Mystery, players take the roles of ladies of a certain age, who are perhaps single, widowed, or divorced, certainly retired or have more than enough time to throw themselves into their community and various activities and charities. For example, keeping the parish church clean, attending meetings of the W.I., helping run Meals on Wheels, doing the village Christmas Pantomime, and so on. Of course, when murder strikes—as it invariably does in their surprisingly high murder count communities—it is the ‘Matrons of Mystery’ who take up their handbags, put down their trowels, and ever ready to make a nice hot cup of tea, discover whodunnit before the local bobby on the beat, Police Constable Plodd, and Inspector Witless from the nearest big town, can work it all out.

Character generation and game set-up in Matrons of Mystery is quite quick. First, the players name and decide on some details about their Matrons’ village. Then, every Matron has a name, a Personal Style, a Hobby, a Background, an Investigation Style, and a Contact. So a Name might be Audrey or Nettie, a Personal Style could be ‘Smart and Classic’, ‘Punk’, or ‘Twinset and Pearl’, and a Hobby Baking, Gardening, Collecting, or Amateur Dramatics. The Background consists of answers to three questions—the first is about a Matron’s former partner or whether or not she was married, what was her career before she retired, and whether she has any children, or if not, young relatives she is fond of. Her Investigation Style—Physical, Logical, Intuitive, or Gregarious—represents different approaches to solving mysteries, and the Contact is someone that the Matron knows well from her past and can rely upon to help out in a pinch. To create a Matron, a player decides upon all of these factors, answers the three questions for her Background, and then assigns +2 to her primary Investigation Style, +1 to her secondary Investigation Style, sets a third at 0, and assigns -1 to her least favoured Investigation Style.

Henrietta Wyndham
Personal Style: Punk
Hobby: Painting
Background: Divorced (to Nigel Wyndham, Stage name: Nasty Nigel), Former Record Producer, Children include Freddy, Pandora, Ned
Contact: Gordon Blythe-White (Record Exec)
Physical 0 Logical -1 Intuitive +1 Gregarious +2

Mechanically, Matrons of Mystery uses Powered by the Apocalypse. To undertake an action or ‘Move’, a player rolls two six-sided dice, adds his Matron’s Investigative Style and aims to roll high. The results fall into the ‘Yes’, ‘Yes, but…’, and ‘No and…’ Roll ten and more and the Move is successful; roll between seven and nine, and the Move is successful, but comes with a Complication; and roll six or less, and the Move not only fails, but adds a Complication. A Complication hinders the Matron’s investigative efforts, such as her slipping and injuring herself climbing in or out of a window or the suspect taking umbrage at one or more of the questions posed to him. This can lead to an ongoing Condition, such as a sprained ankle or being thrown out of a society dinner. (If there is one issue with Matrons of Mystery, it is that it could have done with a bigger list of Complications and especially Conditions to inspire the Game Matron.)

Rules are provided for gaining Experience Points and either using them in play to improve dice rolls or saving them to improve a Matron’s Investigative Styles. They do feel optional though.

Unlike most versions of Powered by the Apocalypse, the rules in Matrons of Mystery include an Advantage and Disadvantage mechanic. Thus when a Matron has the Advantage, which can come from her Personal Style, Hobby, Background, or the situation, three six-sided dice are rolled instead of two, and the best used. Conversely, when she is at a Disadvantage, her player rolls three dice and keeps the lowest two. Another difference between other roleplaying games using Powered by the Apocalypse and Matrons of Mystery is that it does not make use of Playbooks, each of which provide an archetypal character and its associated Moves. Instead, Matrons of Mystery provides a standard set of nine Moves that all of the Matrons can use. The first five Moves—‘Investigate’, ‘Interrogate’, ‘Take Action’, ‘Lend A Hand’, and ‘Ask A Favour’ are used to gain clues and conduct the Investigation. The next three, ‘Reminisce’, ‘Nice Cup of Tea and a Sit Down’, and ‘Go To Adverts’, enforce both the genre and the format of the genre. ‘Reminisce’ enables a Matron to recall something from her past which will help with the current investigation; ‘Nice Cup of Tea and a Sit Down’ lets two or more Matrons sit down, have a nice hot cup of tea, have a chat with each other, and in doing so, each remove a single Condition; and ‘Go To Adverts’ enforces a break in the story when a Matron is in danger, ends the scene on a cliffhanger, and lets the players discuss how the cliffhanger is resolved with the imperilled Matron unharmed when the adverts end!

The final Move is ‘Put It All Together’. This happens at the end or near the end of the game when the Matrons gather their collected clues and deduce the identity of the murderer. Instead of using an Investigative Style to modify the roll, the player uses the number of clues and secrets found out so far, minus the number of suspects involved in the murder. Typically, there are eight suspects per murder, so the Matrons will need to have gathered at least eight clues and secrets to negate this, plus more to gain a modifier to the roll. Roll ten or more and the Move is successful, the Matrons are correct in their deductions and have identified the Murderer and his motive; roll between seven and nine, and the Move is successful, the Matrons are correct in their deductions and have identified the Murderer and his motive, but there a Complication which the Matrons will need to overcome in order to apprehend the Murderer; and roll six or less, and the Move fails, indicating that the Matron’s deductions are incorrect. The Game Matron has to explain why and then sends the Matrons back off to continue their investigations and try again.

For the Game Matron, there is good advice on designing a mystery, from the theme and the set-up through to defining the secrets and listing the clues. There is also good advice on running the game—both online and at the gaming table, how to handle clues, secrets, Complications and Conditions, and so on, as well as optional rules for one-on-one play and playing away from the Matrons’ home village. A short bibliography provides some inspiration for the Game Matron. Then there are three ready-to-play Mysteries, complete with set-up, teaser, eight suspects, and a long list of clues. The first is ‘Gardner’s Question Crime’ in which the village hosts the popular radio show, Gardeners’ Answers in the grounds of Hatherly Hall. With most of the village present, the guest speaker, celebrity gardener and host of the television series, Gardener’s Life, Alan Jefferson, drops dead as he is about to take to the stage. This is followed by ‘Dicing With Death’ in which the village hosts a roleplaying convention (!) and award-winning game designer, Scott Sallow, is found dead on the last day of the convention with his mouth stuffed full of polyhedrals! Lastly, ‘Ding Dong Death’ is takes place just before national bell ringing championships and with the village wanting to put on a good performance, the bell ringing team is getting in some last-minute practice. Unfortunately, the lead bell ringer, Walter Bell, is found hanging upside down from one of the bell ropes. All three scenarios are great set-ups, though ‘Dicing With Death’ feels both improbable and a direct appeal to its intended audience.

Physically, Matrons of Mystery is a tidily done digest-sized book. The cover is appropriately rural, whilst the internal artwork, all publicly sourced, is there to break up the page rather than necessarily illustrate the game. The book is well written and easy to read—especially with the slightly larger fount size.

Matrons of Mystery is fun to play and it is simple to play. Having just the one set of nine Basic Moves eases play no end. Given the age of the Matrons, it is much more of a social game than physical game necessarily, although some sneaking around is probably going to be necessary and perfectly in keeping with the genre. Although it does present her with eight suspects to roleplay, the lighter nature of the rules do provide the Game Matron with the opportunity to really focus on her roleplaying and have fun with it too. The nature of the game and its ‘no given perpetrator’ set-up also strips Matrons of Mystery of any sense of stress or competition which might arise in the players and the Game Matron as they worry whether their deductions and solution to the crime is actually right. Instead, the players and their Matrons construct the murder solution and motive from the clues, thus emphasising storytelling—both the storytelling of the murder and the storytelling of it being solved.

Matrons of Mystery: A cozy mystery roleplaying game is cleverly cozy, taking the structure of Brindlewood Bay and parring it back to focus on its core game play. It is a smart, sprightly roleplaying game which delightfully evokes its genre from the page to the table. And if you are going to play this at the table, a nice hot cup of tea is an absolute necessity.