Looking for feedback on my new game - Low Fantasy Detectives

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David Berg:
I'm pretty sure S.H.U. is a one-shot.  Here's a page with a little more info, plus links to podcasts with (I assume) deeper coverage.

If you have any specific questions, post 'em here!  The game's creators told me they'll stop by to give answers at some point.

dindenver:
Sam,
  So, I generally shy away from mystery games because of the issues that the others discussed previously (I.e., how clever do I have to be?). Typically, I am not clever enough.
  I have found two exceptions:
1) InSpectres, in this game the players make up the clues if they roll well enough and the GM does if they don't. What I found was this game benefits from prep, but falls down if the GM has the solution already in mind.
2) It sounds like you want to avoid this kind of play, and if that is the case, then the other kind of mystery that I do enjoy are the kinds similar to the TV show criminal minds, where the world operates with a solid set if rules and those rules help you solve the case.

  Finally, I wanted to suggest a mechanic, maybe call them clue points. In a heavy prep game the GM starts with them and gives them to the players that have a clue. In an improv game, the players start with them and give them to the GM when they get a clue.  And if it is mxed, some of each has tokens.

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