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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.
  1. 3. Ask others to help you.
    1. 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.
  2. 4. Promote your event.
    1. 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.
  3. 5. Decide what prizes you're offering (if any).
    1. a. Obtain the prizes through donations from business, Friends funds, etc.
      b. Be sure to acknowledge the generosity of sponsors.
  4. 6. Plan the space you will use.
    1. 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!)
  5. 7. If using suspects, list them and any statements/clues they are to provide. Will the statements be:
    1. 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?
  6. 8. If using witnesses or other resource persons, write out their parts and/or have them   practice what they will tell players.
  7. 9. Gather necessary props, plus others that will add realistic detail.
  8. 10. Collect and create evidence/clues.
    1. 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".
  9. 11. Plan for dinner or refeshments if these are part of the event.
  10. 12. Go through the mystery with everyone helping you to run it.
  11. 13. Set up the space and arrange the props and clues/evidence.
  12. 14. You're ready to go!

  13. 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.
  14. 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

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Copyright 1996-2007 by Janet Dickey
Last updated 8/21/2007