{"id":141,"date":"2008-04-24T11:29:47","date_gmt":"2008-04-24T01:29:47","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=141"},"modified":"2008-04-24T11:29:47","modified_gmt":"2008-04-24T01:29:47","slug":"murder-timeline-generation-take-two","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2008\/04\/24\/murder-timeline-generation-take-two\/","title":{"rendered":"Murder timeline generation, take two"},"content":{"rendered":"

The Game-in-a-Week version of Nicholas Spratt (the downloadable one available from the sidebar) had a reasonably simple murder timeline generation system.\u00a0 Basically, it picked a murderer and someone to be murdered, and picked a time during the day when the murder would be committed, then “locked” the room in that moment so that no other characters could blunder in and disturb the action.\u00a0 It then picked an earlier time for the murderer to be alone in the room with the murder weapon, and locked the room so that no one else could be in the study at that time, either.\u00a0 And then it used a pseudo-random system to have the remaining characters wander about between the game’s 24 turns, and recorded what everyone saw, and who was in the room with them.\u00a0 (There was also a 2% chance of a mistaken memory, where a particular guest wouldn’t notice someone or would remember the wrong person, etc)<\/p>\n

And that’s basically all there was to it.<\/p>\n

For Spratt 2.0, I’m thinking about dramatically expanding on this.\u00a0 Here’s the list of changes I want to make:<\/p>\n