Hello! If you’re reading this, I would imagine it’s because you’re curious about the game I’m going to be running at Enbicon 2022.
(Although if you’re not, that’s fine too.)
I love cozy mysteries.
The genre is filled with gentle humour, amateur sleuths and occasional daring-do. But usually, the only one in mortal peril are the victims, who have already died. It isn’t about action most of the time, it’s about smarts, and intuition, and putting things together. They are mysteries to be solved, sure, but I feel it’s as much about quirky characters, odd settings and often puns. Oh, the glorious puns!
I also love the Lovecraftian mythos.
This is the twilight between the waking life and the dreamlands. The edge of our normal space and the way things really are, and how insanity often accompanies those who look deeper into the world, and realize the dark, largely unstoppable forces at work. At that point, it skirts the notion of surviving in a world that is much stranger and more menacing than you thought before, while most of those around you are still blind to it.
Peanut and Chocolate Time!
When I heard that the game Brindlewood Bay existed, where it takes the both of them together, I was instantly hooked. It came to my attention because of their Kickstarter, where they plan to expand on the source material considerably, and I backed it.
And now, after asking the crowd if they’d be interested, I’m running it at Enbicon! But…
The updated game isn’t out yet. Thankfully, they have all the original material, somewhat updated, and I have all that. But…
The game is not a style I’ve run before.
I’m looking forward to that, actually. I’ve played in a few games like this before, and I think it will be tonnes of fun.
How does it play?
There are Players, who portray the Mavens, a group of elderly, retired, empty-nester women who spend a lot of their time talking about their favourite murder-mystery author in their club, The Murder Mavens, and spend a fair amount of the rest of their spare time solving a few of the local crimes, even some murders.
Along with the players is the Keeper (me, in this case), who is a lighter version of a GM, portraying all the NPCs and providing some of the descriptions of the area, with player suggestions.
Characters will be created at the beginning of the session, but there are opportunities to add more flavour, nuance and detail as we go on. Handouts will provide some visual cues where possible, but otherwise the table will be made up of sticky notes with Maven insights on them. When rolls are required, only Players make them, and they make them with 2d6.
The game system is clearly influenced by the Apocalypse World style of game. Each character has a minimal number of attributes, and has several moves they can perform. These are generally setting-related actions that garner story-related results. There’s no “swing sword” here, but rather things like The Meddling Move, which you make whenever you are getting involved, investigating or searching for clues. You roll dice to determine the final outcome, but before that, the player describes what they want to do and how they want to do it, the Keeper lets them know the potential risks (if any), and the dice determine the result. The player or the Keeper might narrate the result, depending on the outcome.
There’s more to it than that, but that’s the basic mechanic.
The goal of the game is to solve the mystery, but that’s really only the last scene. The majority of the game is about the Mavens going around town, poking their noses in places they probably shouldn’t, interrogating people or slyly questioning them, digging up things (sometimes literally), and accumulating a bunch of clues.
Once they have enough clues, they form a theory, and there’s another roll. If it succeeds, the Mavens have solved the mystery! If they don’t succeed, something is not quite right, and they may need to find more clues and try again, or perhaps the murderer got away with it.
It’s Cozy, Though

Around and in-between scenes involving sleuthing are cozy moments. These might highlight meaningful things in each Maven’s Cozy Little Place, highlight some of the otherwise normal activities they get up to, or even Cut To Commercial to lighten the mood and possibly save a Maven from dire peril.
The Big Thing
The Keeper doesn’t have the answer to the mystery. They have the clues, and they will perform as all the other characters, describe (most of) the setting, and keep things moving. Random rolls will help solidify things, as things attempted succeed or fail. But the players are the ones putting things together.
This is a player-driven mystery, where they must exercise their creativity in putting things together, lining all the clues up, and ultimately trying to figure out the killer(s).
So, in a way: everyone gets to be the Keeper!
The players get to talk it out, see what they can come up with, but with a few rules:
- Add details and opportunities, not conclusions. The Players have a lot of leeway when it comes to describing people and places in their town, but leave some space for doubt and roleplay discovery. In particular, while the Mavens might be familiar with the victim(s) or the suspect(s), they do not know the solution to the mystery until the very end, only have suspicions, theories, hunches and generally have some notions.
- Work together to discover what the world is like. Seek ideas from others (including the Keeper) and be ready to include the details that others have come up with.
- Fill in the spaces that aren’t given. Clues are deliberately opaque, giving Players and Keepers a chance to inject last-minute details that fit with the story as established so far. In the end, it is how the Players (and the Mavens) interpret the clues that determines the real mystery.
- Live in Brindlewood Bay. A Maven might suspect that the grocer secretly has a hidden tentacle, but they aren’t likely to be a cyborg from the future. For the most part, ground the things you create in the game setting. Work with the setting — including it’s bizarre, Lovecraftian possibilities! — rather than against it.
- Be creative! Go wild otherwise, especially when it comes to rumours, half-truths or your own family. Maybe your Maven had a fling with that grocer once, and it ended bitterly, although he might still harbour a flame for her. Or your grandson just graduated from Harvard, and went to school with the son of the grocer, who told you all sorts of things. (Geez… who is this grocer, anyway?)
A Bit About Brindlewood Bay, the Place

A little quaint village with a long history on the North-Eastern seaboard of the United States, not far from Boston. A picturesque place where tourists come in the summer to sail boats and in the winter for beach-side bonfires. A quiet town where crime is generally low (except for all the murders…), and life is pretty easy for most of its citizen’s particular the retired, elderly women. There’s a festival every couple of weeks, all year round, and everyone sells knickknacks or has converted their family home into a bed & breakfast.
It also happens to be home to a sinister cult, whose name isn’t known to the Mavens, but the players know it as The Midwives of the Fragrant Void. What do they want? What do all cults want? Probably to bring about some terrible future, like ending the world, or something…
In this game, it’s unlikely that the Mavens will stumble deeper into the terrifying world of the cult. But strange things are afoot in this little town, and always have been. Stories have always been told, but most don’t pay that much heed to them. Maybe they should have.
See You At Enbicon?
So, there it is, a little more about Brindlewood Bay. The game is rules-light, starter-friendly, and meant to be a light, sometimes creepy exploration and roleplay-heavy game.
Fall is a good time to get a warm cup of tea, crack open a good book, and wrap your shawl a little tighter around your shoulders. But the racket that cat is making outside bothered you, up until the point when it abruptly stopped, which bothered you even more.
Time to call the other Mavens and find out what’s going on!

