Saturday, 11 May 2013

Rip It & Run! The Country House Murder Technique


Character establishment is one of the most difficult things to get right at the start of a campaign. Each character brought to the show by your players has to be grounded in the reality that you are trying to create: if they are incongruous, or if they seem to serve no ready purpose in the setting in which they find themselves, then something is wrong and it needs to be fixed; sometimes even drastically fixed.

Once I tried to set up a Call of Cthulhu game with my regular crowd, including our usual referee, who had been complaining of overwork and broadly hinting that he wanted a break. I told everyone what era we were going to be playing in, and sketched in a few broad outlines of the sort of social class that would work most effectively in the story I was about to try and tell. One by one, characters came back to me for approval and, at the last minute, our customary ref. handed me his finished character. Everyone had given me workable personas, characters that I could hook into the narrative with no problem; this guy? He gave me an overweight German nurse; with chronic asthma; who couldn’t speak English; and who had a club foot. And the barest minimum of Sanity points. Needless to say, it disregarded everything I’d said about creating characters for the game.

Now, I’m aware that people should be allowed to play whatever character they want; and that Keepers should be able to take almost any character and try to make it work in their scenario. I’m pretty accommodating when it comes to things like that and I think I could even have made a start with this less-than-inspiring character. However, this event told me two particular things: one, this player didn’t respect the guidelines that I’d put in place; and two, that he didn’t really want to hand over the reigns of authority in our roleplaying crowd. That, in fact, he didn’t really want to play at all. So I was forced to cancel my plans and hand back the referee duties to their former owner, who received them with a sense of smug satisfaction that his sabotage had worked the way he wanted it to.

I’m a little off topic here (and bordering on another that I could save for later) so let’s get back on track. Setting guidelines is the first thing you need to do if you want to make sure that your game has any kind of longevity. This isn’t a new concept; when we kicked off a session of D&D, we (and I do mean all of us!) would always make sure that we had all our bases covered: Cleric for healing? Check! Magic-user for supernatural encounters? Check! Thief for by-passing doors and other locks, and a Fighter if he failed? Check!

The genre – those understood-if-not-openly-spoken rules of the milieu – inform some of our character choices. When playing Traveller, for example, questions as to how one’s character came to be a star-faring space-bum are central to the concept of the role; in Champions, there has to be some consideration of how your character came to be a vigilante. Some games make this easy: Dungeons & Dragons for one and Teenagers from Outer Space for another; it’s just a simple matter of making your character and dropping them off at the local tavern/high school. In other games it takes a bit more work and Call of Cthulhu is a case in point.

In these instances, you need to overlay the basic rationale of the game – those stereotypes, tropes and conventions that inform its flavour – with another set of strictures that direct players towards the story that you want to tell. Again this is nothing new: the simple decision to set your CoC game in Arkham, as opposed to Brichester, poses questions – American or British? - which your players need to address in creating personas that will work in the environment.

One trick that works very well is an oldie but a goodie; it’s been used by crime fiction novelists for almost a century. It’s the Country-House Murder Technique.

In this strategy, all you need to propose is that all of the characters are introduced to each other at the family estate of a mutual acquaintance. In the early part of last century, English upper-class twits were always choofing off to their friend’s family homes for rest-cures, grouse-hunting, dinner parties, and so forth, often on the flimsy excuse of a letter of introduction from some mutual acquaintance. Wodehouse novels use this device all the time, as do those of Dames Agatha and Ngaio. An excellent example forms the core of one of Saki’s best short stories – “The Unrest Cure”. The practise was not unheard-of in the US either, as even a cursory read of Piccadilly Jim will reveal.

Once this stricture is in place, players need to factor in a high-level social status and a connexion to the estate where the action will take place: a desire to examine a collection of Hindoo idols on the premises? An escape from an overbearing Aunt with match-making designs on the character? A burning need to sample the cooking of the estate’s legendary new chef? This kind of cogitating leads to an examination of the character’s family tree, social acquaintances and business connexions, working out who the mutual friend who gains them entrĂ©e to the estate will be.

Once the connexions are established, the Keeper can structure their tale around the estate and its inhabitants. Is the head of the house a secret worshipper of some blasphemous abomination up in the attic? Or does the estate sit upon land claimed by a local unholy cult as their own? The possibilities are endless.

I did this once to establish a whole raft of characters for an upcoming campaign. My goal was to create a headquarters for what I hoped would turn into a group of intrepid supernatural investigators along the lines of London’s Ghost Club. To this end, I created a village north of London, populated it with NPCs and told my players that they could do whatever they liked in terms of character–creation, so long as they were related in some way to someone in the village. ‘Sound like a lot of work? It wasn’t really, as I shall explain:

All I did was breeze through a bunch of Agatha Christie novels with my story in mind until I found a setting that suited what I wanted. I found Murder is Easy. Not only did I rip-off the setting, but I played out the whole plot – murder; investigation; revelation – as a cover for the Mythos weirdness that I was fomenting underneath. This did several things to my group structure:

First, the events of the story brought everyone together as witnesses, grilled by the police; second, the breaking of the Law cuts across social divides, providing excuses and rationales for characters of different social classes to get better acquainted; third, it gave the players a reason to get pro-active about forming a team to search for clues and look for evidence. If you’ve read the book, you’ll be aware that it takes place in a bucolic little hamlet, and village life imbues everything with a quality of interconnectedness – nothing happens in a small community that everyone isn’t aware of.

Having this as a setting impels players to seek out NPCs and question them for information, and making everyone related to a town NPC gave them opportunities to enlarge those characters and their homes, and script out parts of the environment as their own: the stream they swam in as a child; the graveyard where they thought they saw a ghost; the church spire they climbed once on a dare, although forbidden to do so.

There is a downside to this method, and that is it’s easy to confuse the murder events with any Mythos events that you might choose to inject. Things have to be handled carefully in order that useful (life-saving) information doesn’t get lost in the mix.

Check it out and see what you think – Murder is Easy by Dame Agatha Christie (I believe in America it’s entitled Easy to Kill).

Of course, this is pretty elaborate extension of the Country-House Murder Technique and it needn’t be this complex. Effective play is all about letting everybody contribute; placing restrictions and guidelines on the Character Creation process is a way to make people come to the party. A restriction isn’t always a limiting factor; sometimes it can raise the bar to new heights.

Just one thing if you do decide to use this technique, don’t let it transpire that the butler was responsible!


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