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Alex White's avatar

I find murder mystery TTRPGs fascinating, and I like the approach introduced (AFAIK) by Brindlewood Bay and The Between, whereby the PCs find clues, theorise the answer by tying the clues together in a narrative, and then roll dice to see whether they are correct (with possible additional implications). Although not covered in your main article, this is tackled in one of your footnotes, where there is no a-priori answer, but it can be discovered in play.

I brought my children up on Cluedo, and I taught them how much information gets leaked by other players questions and answers - as a result of which they used to crush their school friends!

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mfbrandi's avatar

“Deductive vs. inductive reasoning: It’s easy to mix up these definitions because they are so closely related and sometimes overlap.”

Is that really true? The supposition of the premises and the negation of the conclusion leads to a contradiction — that’s deduction, right? Is there any kind of fuzziness or bleed into induction (i.e. guessing)? Deduction is ‘empty’ in that it doesn’t go beyond the premises — no guessing is required. Of course, a conclusion may still be uncertain if the premises are uncertain, too.

Mightn’t it be better to say that a game might include both guessing and deduction. If a game includes some guessing, that is not to say players have to throw logic (deduction) out the window. But that is not to say that guessing ‘infects’ deduction. ;)

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Carol Virgil's avatar

oh so basically what i did w my The Fog Silent Hill TTRPG adaptation. The City (GM) decides which actions/inventory/npc interactions results on what ending for The Protagonist.

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Mauro Vanetti's avatar

I am making an induction game which is GM-less, highly thematic, and does not use unusual material, only cards, tokens, pawns on a map and a scenario book. Working title: Dragon Alert.

I'd love to show you once we load it onto Tabletop Simulator.

Very approximate expected market time: early 2027.

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