added some actual material to the case
still need wits to build in their evidence and/or develop the map, also dibs on defense
Here's a beginner's guide to the headspace behind each role:
>as anyone
You're in a multiplayer game with multiple people. Everything is emergent and you should think emergently; if you build an elaborate, enthralling, autistic story-line in your head it will crumble immediately. Many people are legitimately uncomfortable with this sort of thing, so here are some tips:
<'Important things' are testimonial statements, evidence observations, key argument points, and non-rhetorical questions.
<The plot does not exist until it unfolds. Witnesses have the most narrative control, but only if they have an air-tight testimony, and that is rare.
<Whenever you read an important thing, think about how it relates to Means, Motive, and Opportunity.
<Try to make sure your statements have more than one plausible direction. If you're a wit, you need to be able to juggle at least a few character interpretations until the benches pick one they want to pursue.
>as Witness
You should primarily be involved in developing the case in a direction you find interesting and fitting within the premise. You have three tasks: first, build a testimony or testimonies that provide valid new information for prosecutors to push on. Second, ensure there is at least one problem with that evidence for defense to poke at, and that you are ready to wave-away the questions they ask you unless they catch you legitimately off-guard. Third, quietly integrate evidence into the narrative. While you're casing, you live by Chekhov's Gun; nothing is useless, even if the rest of the people don't know how it's useful.
You can intend to be the final boss, but generally it's best to sit in the middle-ground and wait patiently for the wind to blow you one way or another. You can also lie but not be guilty. Dig deep.
>as Defense
You are the force driving the case forward. Under most circumstances, your job is to be a homing missiles for inconsistencies in a witness' testimony- if they intended it and it was bait, break the bait into a valid point. If you catch them off-guard, chase it mercilessly. If you can't win points, disqualify the witness. If you can't disqualify the witness, damage control.
Defense lead should also be concerned with formulating conclusions based on inconsistencies, but make sure to be a good showman so the judge bites on. Co/Support exist to catch inconsistencies in the Defense's case before they get a mistrial or guilty, and to locate things the defense might have missed- not to choose a primary direction.
Despite the name you are not on the defense, because your defendant is not the criminal and therefore someone else must be.
>as Prosecutor
You are the counterforce keeping the case stagnant. Under most circumstances, your job is to be a relentless asshole who refuses to let a single objection to your witness' testimony go through. Find ways to distract Defense from challenging inconsistencies, play mind games with the judge, and offer olive branches to witnesses about to get turnabouted if you spot a problem with the defense's case. Co/Support exist to act as bulldogs for the pros, refusing to tolerate any shenanigans from Defense.
Despite the name you are not on the offense, because Witnesses are your offense. Your job is to ensure that spear strikes true and to bulwark it from diversions, as well as act as spear-viagra if it gets all floppy. Don't be afraid to proverbially or literally execute a witness who is hellbent on losing you the case, and make sure they know it. It's a great dynamic.
>as Judge
You exist to make sure things don't get too messy. Keep things fairly topical, be extremely wary of both defense asspulling and prosecutor handwaving, but most of all, be curious. Judges don't ask questions to win a case, they ask questions because they are legitimately confused. When not busy penalizing shitposting, Judges act in tandem with witnesses and the detective to further the case's story development. Be attentive and this is an easy job.
>as Detective
You exist to encourage things to get messy. Learn to throw tiny wrenches: every evidence modify or add should make things more complex, but not unsolvable. After initially presenting evidence and theorycrafting at the start of the case, the Detective is 100% reactive. Watch witness testimonies for usage of evidence and throw a wrench in it, make sure to be convenient enough the pros/def will want you around but not so convenient they use you to win outright and always make the result believably unexpected. If you participate in evidence building, you are happily excluded from Chekhov's Gun- you do not add things because they will be used, but because they could be used. Don't abuse this too hard.