Mystery Planning Tips
Here are fifteen steps to
planning a successful mystery party or program
1. Decide what kind of mystery
you're planning.
a. A treasure/scavenger hunt
designed to teach library skills.
b. A crime-solving mystery,
in which the players are investigators.
c. A crime-solving mystery,
in which the players are suspects who interact with each other.
d. Does there need to be a limit
to the number of players?
e. Will players will work individually
or in teams?
2. Purchase a kit, write a script
or basic storyline, or adapt an existing story or play.
a. Be as simple or elaborate
as you need to be.
b. It's usually easist to start
at the end: what was the crime, or what is the treasure being sought?
c. Work backwards listing the
steps that lead to the treasure or to the true criminal and to other suspects.
d. Read through the steps, watching
out for illogical timing or placement.
e. Attempt to estimate the time
the mystery will take; cut it if it's too long.
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3. Ask others to help you.
a. Enlist the help of staff
and/or adult volunteers (parents, community leaders).
b. Use older teens, such as
library pages or a teen advisory or Junior Friends group (who will not
be players in the mystery).
c. Ask them to assist in planning
the mystery, such as in writing a script or helping to set up an evidence
scene.
d. Ask them to help during the
mystery, as guides, resource persons, or playing the part of suspects or
witnesses.
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4. Promote your event.
a. Place flyers and posters
in the library, at schools and other community centers.
b. Ask to have announcements
at the schools and in local newspapers; use radio and TV spots.
c. Let players know if they
need to prepare costumes or learn a part.
d. Arrange for registration,
parental persmission slips, etc. as needed.
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5. Decide what prizes you're offering
(if any).
a. Obtain the prizes through
donations from business, Friends funds, etc.
b. Be sure to acknowledge the
generosity of sponsors.
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6. Plan the space you will use.
a. Will it be during library
hours or after closing?
b. Will you use a meeting room,
or spread out over the whole library?
c. Plan for a place to sit/eat/write
and places (such as "evidence scenes") to visit. (It is recommended that
movement be built into the program!)
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7. If using suspects, list them
and any statements/clues they are to provide. Will the statements be:
a. read to the players by the
leader or actors playing the suspects?
b. photocopied for each player?
c. scripted and played by actors
or the mystery players themselves?
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8. If using witnesses or other resource
persons, write out their parts and/or have them practice what
they will tell players.
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9. Gather necessary props, plus
others that will add realistic detail.
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10. Collect and create evidence/clues.
a. Determine which evidence,
when added up, points to the resolution of the mystery.
b. Decide whether you want to
keep the evidence simple (typewritten, plain black and white) or "enhance"
it to be more realistic (handwriting, use of colored papers, etc.).
c. If this is a crime-solving
mystery, be sure to include "red herrings".
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11. Plan for dinner or refeshments
if these are part of the event.
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12. Go through the mystery with
everyone helping you to run it.
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13. Set up the space and arrange
the props and clues/evidence.
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14. You're ready to go!
a. For questions you can't answer
yet, just say "We'll have to see about that!"
b. Be prepared to give players
what help you can. They may not have the level of skill you had expected.
Be patient.
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15. HAVE FUN!
Copyright 1998, by Janet
Dickey. First used as a hand-out by Linda Roberts, Robin Carrig and Janet
Dickey at "You're Invited to a Mystery Program" Ohio Library Council Annual
Convention October 22, 1998, Columbus, Ohio.
Mystery Program Resources
Purchased Kits:
DoubleDog Press
Anyone's Guess Mystery Kits
for Young Adults (grades 6-9)
InvestiCats Mystery Kits for
Children (grades 3-5)
http://dbldog.com/
for game kits (suitable for home play or adapted for
teams)
go to Amazon.com
and search in Toys and Games
for mystery games, teen games, etc.
Mystery-focused websites:
The Clue Lass Home Page: http://www.cluelass.com/
Magazine Article: VOYA, February,
1998
(This issue also includes a
review of Anyone's Guess #1)
Anyone's
Guess: Mystery Program
Kits for Young Adults (grades 6-9)
Available now: Anyone's Guess
#1: "Death Gets a Red Card"
Anyone's Guess #2: "The Disappearance
of Angela Day"
Anyone's Guess #3: "Rock
'n' Roll Over DEAD"
Anyone's Guess #4: The Pharaoh's
Curse"
InvestiCats:Mystery Program
Kits for Children (grades 3-5)
Available now: InvestiCats #1: "My Grandma's Gonna
KILL Me!"
InvestiCats #2: "Who's a Fraidy Kat?"
email Janet Dickey: jdickey47@gmail.com
Copyright 1996-2007 by Janet Dickey
Last updated 8/21/2007