Double post!
So in PyReach, which is what I’m calling my Evennia nWoD project, there’s something that I’ve been working on for a little bit which I’m just generally referring to as the mystery system. Here’s the basics of how it works:
Staff and players who are running plots can create mysteries, which are basically just investigative plots, PRP or otherwise, that players can do. They’re designed to be attached to existing plots that are being run, but don’t necessarily have to be. Someone can do a self-contained investigation without it being a whole thing.

The plot runner creates the mystery and then can go around to different grid rooms or locations on the MUSH and create clues. Clues can be built into objects, exits, rooms, and even characters (though PCs receive a note that requires their consent. The different types of clues are attached to different methods of searching for said clue.
You have investigative clues (things you can easily see and need to be searched or directly investigated), perceptive clues (things that you might notice about the environment at a glance or a feeling), research (like your traditional library/internet sort of searching), and interviews (talking to an NPC). The plot-runner will specify the type of clue and then, if they want, they can specify a set of dice they need to roll to do it, as well as a general difficulty (between 1 and 5). Further, players can specify prereqs to view a clue. So you might need to be a vampire, a mage, a mummy, a demon, or you might need a specific level of a skill or a merit, like Unseen Sense or Occult 3.
For example, let’s say I set up an investigative clue called ‘ritual circle’ in a room. My plot is a difficulty 1 plot, not designed to be super difficult and good for newcomers, pretty low stakes. I’ll leave it as having the default difficulty. I’m also not going to specify any prereqs on it as it’s a big bloody ritual circle in a room and this is also designed for mortals. Since this is a search clue (which I realize doesn’t show up on the screenshot, but something to add I suppose), I default to rolling Wits + Investigation. If I succeed, I’m rewarded with the descriptive text of the clue and we roll the progress percentage forward.

The idea behind this is to do a couple things:
1) it should hopefully make it a little easier to create more engaging plots that can be accessed by people outside of scenes.
2) it makes better use of the grid, since things will be hidden on the grid itself and require digging around on it. Additionally, I’m working out the kinks on it but I’ve set up a “leads” element that the clue will tell you where you should go to find the next one.
2a) Ideally people would RP around searching for clues and shit, but either way it would allow for some engagement in the plot from people who can’t make a 3pm Eastern Standard Time scene.
3) I often play investigative characters and it usually kind of sucks unless you have people who are making plots specifically for those kind of characters. In my experience, a lot of plots tend to be combat focused or socially-focused.
There’s a decent amount of work ahead for this, but it’s a good work-in-progress so far. I’m on the fence about having a participants list for individual mysteries, since on one hand it would be cool to stumble into a clue and be drawn into a mystery that way, but on the other it would also kinda suck to have someone snipe clues who isn’t really part of the plot. It currently notifies the mystery maker as to who has discovered the clue, and then will allow for multiple discoveries of the same clue, so maybe I’m making more work for myself here.
To be continued!