If one follows
The Alexandrian, one may be familiar with his emphasis on the importance of game structures, and how the tabletop game industry and community alike seem to have very little awareness of them, to the detriment of all involved. A crucial piece of his idea of tabletop RPG game structures involves the concept of
default actions — picking an enemy and making a regular attack in a combat, picking a direction and going that way in dungeon crawls, and so on. However, when he discusses
the structure of a mystery, I feel he's overlooking something crucial. This is surprising given that he's the one who codified the
Three Clue Rule and other well-regarded mystery-running advice... though at the same time, not entirely so in that it seems to be such a stubborn and commonplace blind spot that an entire popular mystery game system exists that ignores it completely while declaring itself the solution to all bottlenecks, when I try to talk to people about the problem I feel gaslit when people don't see it, and just generally I'm thwarted at every turn in trying to find any prior art in looking at this issue at all.
Here's the problem as I see it: Mysteries don't have one structure and one default action. They have two subsystems, each with a different default action.
Think of it as though people know that in a typical D&D game their characters are adventurers who fight monsters, and understand that they can always try swinging a weapon at a monster, but as soon as you put them into a dungeon room with no monsters in it they freeze, not having any idea that they're supposed to just pick an exit and go through it in order to advance the scenario — or, if they do, they're utterly terrified of picking the "wrong" exit, as though they can't backtrack if they encounter a dead end or an obstacle too dangerous for them. You can't run a dungeon crawl if people don't know both that the default action in a fight is to attack a foe
and the default action when there's not a fight is to pick an exit and go through. You need the dungeon crawl structure
and the combat system, or you won't have a complete and playable game.
Likewise, the specific problem I've run into in attempting to run mystery scenarios in tabletop RPGs
isn't that people don't understand that they should search for clues (well, except one player). Skill systems exploded in popularity after Call of Cthulhu achieved success, and popular skills in tabletop RPGs thus tend to include reasonable actions to take to find clues within their range. You can notice things, you can actively search for things, you can take various approaches to speaking with people, you can recognize things your character is educated about. Furthermore, searching for clues is the part of detective work that gets the most cultural emphasis. Detective iconography involves magnifying glasses, fingerprints, and footprints.
Instead, the problem I've run into is that people don't understand that they're supposed to
do anything with clues once they find them. If you look at detectives in fiction, they don't just collect clues and suddenly get awarded an ending as though completing a "collect the clues" quest in a video game (or if they do, it's not a very well-written detective story).
They think about them. If there are multiple detectives, they'll specifically
discuss the clues; in doing this, they reason out their next line of investigation or, in the end, the culprit. Even if there's only one detective, there tends to be a partner for them to explain their reasoning to, or else the story will be from their perspective and we'll get to look directly into their heads — the important part being, they
do engage in reasoning. Mysteries do not solve themselves once you've collected enough clues.
The tabletop RPG industry has a sufficient structure in place for the clue-finding half of mysteries, as Justin Alexander points out. Unfortunately, they don't have anything at all in place to help organize attempts to reason anything out from the clues and leads that have been found — or even help players realize that's a thing they need to do at all. If they don't draw conclusions, they can't decide where to investigate next, which means they won't find new places to search for clues and the game will grind to a halt. Half of the gameplay loop is missing, and that's a tremendous omission. If people don't bring that understanding in from outside the game, perhaps by already being avid fans of the mystery genre, the result can be blank stares as they expect the GM to explain what the clues they've so dutifully found mean... as though the GM were the detective, and their characters were mere CSIs meant to deliver their results to the cusp of the fourth wall.
Of course, it isn't necessarily that they don't know they need to draw conclusions. It may instead be that they're afraid to draw the wrong ones and look stupid, much like the hypothetical would-be dungeon-crawlers who cower in the face of a fork in the hallway. Much as in a dungeon you can backtrack, in a mystery you can realize you're on the wrong track and reevaluate what you've learned so far. If fear is the problem, then no amount of additional clues found will help — players will simply refuse to try to draw any conclusions, even though putting leads together may be important to deciding where to search for clues next. Here, too, I see the solution as making it absolutely plain that drawing conclusions is something expected of them as a fundamental part of gameplay. This permutation of the problem suggests something further as well: that it needs to be made clear for people not used to the mystery genre that you don't have to get it right the first time. Indeed, it's perfectly normal for a detective to proceed from clueless to confused or wrong to less confused/wrong to right over the course of a story.
All in all, I see a need to invent a structure and/or subsystem which helps players 1) recognize that their characters need to draw conclusions from what they find, 2) feel comfortable doing so even if they don't get it right the first time, and 3) have any idea how to proceed in trying to interpret what they know so far. For my own purposes, it also needs to not rely heavily on physical props; clue cards and handouts in the middle of the table and setting little notebooks at each seat as a "hint, hint" are all well and good, but none of that really works online.
The limitations of physical-prop-based advice notwithstanding, tracking clues in some way seems important; it just needs to be far simpler than cards with clues written on them. Perhaps as important as tracking the clues themselves is tracking their interpretation status. I see there being four states for a clue that's been found: known only to some PCs and unshared with the rest, known to all PCs but uninterpreted, interpreted as possibly meaning something in particular, and having an interpretation confirmed as true. Perhaps simply having a count of unshared, uninterpreted, interpreted, and confirmed clues would be enough to remind players that interpretation is a thing that needs to happen at all. Having such a count on hand also subtly suggests a default action for the reasoning half of mysteries: try to advance the status of a clue.
It may not necessarily be a complete solution, but it's a start — and a start is far more than I've had in the past decade of agonizing over this problem.