REQUEST

The client wanted to bring friends together in a Halloween celebration felt experiential and playful— a strong departure from their usual schedule of clubbing, cocktail nights, and tabletop games. The brief was to creative an immersive, festive, and tongue-in-cheek celebration that rewarded roleplay with cheer and effortless fun.

CONCEPT & APPROACH

Highthorpe Hall was conceived as a campy evening murder mystery set in 1940’s England. The evening progressed from masked and costumed roleplay to a catered dinner, mingling, and a final reveal of the murderer. The event combined early anticipation with structured gameplay, allowing guests to socialize in multiple guises throughout the night.

HIGHTHORPE HALL

murdery mystery, private residence • 2025

PRODUCTION

01 a Bespoke and Experiential Concept

Taking inspiration from the host’s interests, I sourced various murder mystery formats before selecting and adapting a storyline for the group. Guest flow, room mechanics, evening flow, pacing, and atmosphere were considered alongside game mechanics. Rules and timing were customized to the feel of the evening, and the host’s preferences for a well-timed event that would end at 11.00 p.m. sharp.

02 Roleplay and Seamless Hosting as Key

Preparation began one month in advance. I reviewed, individualized, and assigned 12 to 15 character packets, or one for each guest. I also developed and tested hosting instructions, and mapped the sequence of gameplay, F&B, music, lighting, and feel. A/V was tuned to conversation volume, adding atmosphere without hindering guest interactions and the natural rhythm of the party

03 Designed for Mystery and Anticipation

The event was planned for 25 guests in mid-October. Information was intentionally released in stages: an initial, communal email invited guests to the premise, and guests received custom clues and instructions each week as the evening drew near. Individual roles with packets, items, and special actions were revealed three days in event, increasing anticipation. Roleplay began the moment guests arrived.

04 Tailored and Considered Guest Experiences

Guests were surveyed in advance for their comfort with improvisation, conversation level, degree of participation, manner of dress, and character preferences. Roles and preferences were assigned accordingly, allowing highly engaged players to lean into the theatrics of the mystery. More reserved guests were offered a role that gave them a comfortable way to participate, and offered more instruction before and during the game at their request.

IMPACT

Highthorpe Hall generated strong guest response and continued conversation after the event. Its popularity led the host to develop it into a recurring series and a signature family event, with four additional murder-mystery events produced over the following two years.