The Chill 7: Gaming relevance - mysteries
As I said in Question 3, Archer isn't a "clever" detective with lots of resources. In that way, he's very similar to a PC. Without clever puzzles to solve or lots of police procedural knowledge to absorb, Archer's approach to the mystery is one that's accessible to players. It reminds me of the GMing advice in Dogs in the Vineyard, where the GM is encouraged to deliver the facts to the PCs just as fast as they can. The interesting part of that game is not what the PCs uncover, but what they decide to do about it.
It's rather similar to the advice of "three clues", or even Gumshoe's "core clues" as a way of ensuring the players get enough information to keep moving the game forward.
Is this "GM exposition" an approach to mysteries that you could use in gaming? Is it one you have used? Is it better or worse than the "uncover the clues" model?