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The GUMSHOE Companion: RPG Wishes

Lowell Francis
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KEEP REACHING FOR THE STARS?
I just finished about 6500 words on Ashen Stars and its accompanying adventure collection Dead Rock Seven. I hope those will be up next week. I had a strange experience in reading through those rules. I'd pre-ordered them and gotten the nice autographed full-color version. I really enjoy some parts of GUMSHOE and I've reviewed a great deal of the line. My first reaction on reading Ashen Stars, though, was more than a little negative. It felt complicated and overwhelming. It wasn't until I sat down for a serious read that I began to see what Laws & co. aimed at- a distinctive sci-fi game of investigation in the broadest sense with all the possible trappings of the genre. That's a flip from Mutant City Blues which presented superhero mysteries with a heavily defined and limited setting. MCB doesn't simulate superheroes, nor even the comics from which it borrows (TopTen and Gotham Central). Instead, to make mysteries of a particular kind playable it establishes some strict ground rules: all powers from a single source, a precise and mapped order of those powers, and players as police officers with powers investigating those heightened crimes. In some ways, MCB's really the first sci-fi approach for GUMSHOE, but a far cry from the space opera of Ashen Stars.

LOOKING FOR CRACKS

Now I'll admit I love some elements of GUMSHOE. I've heard people dismiss the concept of not rolling for investigation as obvious or simplistic. And yes, perhaps groups had already been working with that mechanic. But GUMSHOE uses that as a starting point. It isn't that you don't roll when investigating, but that the system and mechanics support and promote an interesting and involved investigation. Players have access to other kinds of clues, make choices about where to spend resources in following leads, and gain trust in their GM that the mystery will play out and they have the competency to investigate it. Laws & co offer more ideas about running, planning and even winging mystery games than just about any other resource out there. And they show how that emphasis can be built into the fiber of the game.

On the flip side, I don't like how GUMSHOE handles risk and tension, at least for the kinds of games I want to run. To set this up, I need to give a nod to Ryan Macklin's couple of blog articles on Dice and Risk (here and here). GUMSHOE came out of investigative horror- and in the case of Fear Itself, out of a game where you'd probably be running incompetent characters. For that a system with wonky ranges and the requirement to spend before rolling makes perfect sense. I've run a lot of stripped down Unisystem horror one-shots. That system also pretty much says "You've got a skill rating, that's great...I'm still going to screw you over..." That's perfect for games of limited life-spans and bloody deaths. Dread's probably the best example of this. The only control you might have is desperately arguing that something on your character sheet questionnaire should allow you to skip a pull. But if you're using GUMSHOE for something other than horror, it becomes frustrating. I know that might sound a little backwards- after all you get to spend points and therefore have control over the roll. But you don't have any real sense of expertise, you have a die with an absolute range of 1-6 and so it is very easy to waste a spend.

I say this based on play experience with an espionage skin of the system; a Victoriana version of The Esoterrorists; and Mutant City Blues. There's a strange split in the feeling of personal competency between one side of the mechanics and the other. The response was pretty universal across those groups. I suspect that's the nature of the games our groups have been playing for the last couple of decades- certainly we're move to greater player and narrative control systems. I don't want to harp on these problems too much- GUMSHOE offers so much good stuff for use with that system or adaptable over to other games and mechanics. I'm excited by the idea of a Pathfinder conversion (Lorefinder) in particular because I want to know what Pelgrane sees as the key elements of the system. I'm also excited by the news that Will Hindmarch and Fred Hicks will be putting together a hack. I can't imagine that they're just going to adapt it to FATE rules. Not that that wouldn't be a great thing- it would be an amazing thing (and something that skalchemist gave me advice about).

HAND ME MY TOOLBOX
Which finally brings me to whatever point I have in this post. I want to see Pelgrane put together a GUMSHOE companion. This would be a general book, useful to players across the games in the line and for general GMs of mysteries...maybe, I don't know exactly. I know there's an The Esoterror Fact Book, but what I want to see is something broader. There's a real strength in that Pelgrane has approached each of these games as solid and individual rpgs. They have rich settings- which means that the game presented isn't really a toolkit. I'd like to see something that focuses more on those bits and bolts.

So what do I want to see?

1. Guidelines and ideas for adapting GUMSHOE over into other systems. I think it is great that they're doing a stand-alone product for their PF hack, but perhaps we could have some ideas about conversions for other systems and approaches- perhaps one's that likely won't be worth their own book. For example nWoD, L5R or ORE?

2. Optional systems for handling general abilities. A couple of different flavors of this could be presented. Perhaps one which ditches spends and another which keeps spends but offers more control and choice. Along with that more articulation to the combat system, perhaps? I say that as a person who runs rules-light games. I think options to add more emphasis to that side of the game wouldn't be a bad thing.

3. Revisiting and talking generally about some of the interesting options presented in the later books- like the shop/organization system from Bookhounds of London; stability from Trail of Cthulhu; and character arcs & vessel combat from Ashen Stars.

4. Consolidating and picking out the best GUMSHOE articles Robin Laws and others have presented in See Page XX.

5. Retooling the Quade Diagram to change the organization of powers and perhaps add a few more. My friend Gene Ha in particular has been tinkering with another way to arrange this chart.

6. Another variation on the Quade Diagram- using it for a fantasy setting. In this world spells and schools of magic have particular signatures depending on how they're used. What mages can do starts tightly grouped together at low levels and then radiates outward. For this setting, I imagine the PCs as town guards. So they'd be trying to solve crimes while at the same time dealing with keeping adventurers from burning the city to the ground. I imagine some ideas from Witless Minion! could fit in with that.

7. Discussion of how to handle particular historical genres. You could get an expert on Ancient Rome rpgs like (Chad Bowser) to write up what the ability sets, law enforcement and structures would look like for that period. Any historical period which has been well covered in modern mystery fiction (Feudal Japan, Medieval England) could be treated.

8. Parallel to that- a discussion of how to handle different mystery fiction themes and genres in games. Ideas like corruption, betrayal, unreliable narrators, existential or surreal mysteries could be examined for tabletop play.

9. How to run a game aimed at younger players- with Nancy Drew or Veronica Mars style adventures. Ideas for integrating school life into such games. Perhaps with more rules for relationship mapping as a technique and source of investigation.

10. Running a detective agency- with mechanics for dealing with money, expenses and clients.

11. Building a mystery city- how to excavate and create mysteries which carry on the feeling of a place. How the players can help with that or have more power in the process (as in The Kaiin Players Guide). There are some interesting city books out there that consider the mystery flavor of places (The Naked City and Nameless Streets for example.

12. Further discussion and ideas on how to run improvised mysteries using GUMSHOE.

That's off the top of my head- I have a few other things I'd like to see, but in part I'm waiting to see what Ken Hite's Night's Black Agents (supernatural espionage) and Will Hindmarch and Jeff Tidball's Eternal Lies (post apocalypse) will bring to the table.
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Subscribe sub options Fri Nov 4, 2011 8:13 pm
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We must be...increasingly on the alert to prevent them from taking over other mineshaft space, in order to breed more prodigiously than we do, thus, knocking us out in superior numbers when we emerge!
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These are all things I'd love to see in a compilation companion as well.

So what were your final thoughts on Ashen Stars?

My group has played through the one shot they provided and talked about the mechanics at length. We like it so far, but some of the examples they give I could just never see happening in our group and were just a bit silly for on-the-fly roleplaying (i.e. - "Why those are obvious signs of the phylaxian proto-quadrant eight six delta space wormhole of the gamma belt theta particulates!" ...or something along those lines. I went cross-eyed after reading enough of them).

We're mostly looking at it from a Mass Effect style of universe (minus...you know...all of the combat) but at the end it's hard to not try to build a universe around the idea of "detectives...IN SPACE!" or some other vanilla re-imagining of the GUMSHOE system.

Though now that I think of it, doing 2001: A Space Odyssey or Sunshine as a one-shot in GUMSHOE would probably work extremely well, though honestly FEAR ITSELF would work just as well for them.

Maybe I'm just not THAT much of a sci-fi nerd. I love hard science games, but draw the line at Star Trek levels of space soap opera.

Give me tentacles and oozing pustules over phasers set to stun any day...

I'm still really torn over the setting and book so far. Some great content and monsters but...not really sure it will work for me in GUMSHOE.

Anyways, great blog post
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  • Posted Fri Nov 4, 2011 8:59 pm
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Chad Bowser
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I'm thinking of porting a setting I did for Wordplay over to Gumshoe, at least for in-house use. It's an alternate history setting that posits Orwell's 1984 as truth. The players slip into the shoes of investigators for the Party, doing more to spread disinformation and root out moles than actually solving crimes.

I've been working on getting the cell mechanics right, as well as rules for investigators changing the nature of cities. The other aspect I need to really get right are the concepts of renunciation and rehabilitation. I see this as a game where the characters are damned if they do (the Party suspects anyone who's too successful) and damned if they don't (the Anarchists are prone to violence after all).
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  • Posted Fri Nov 4, 2011 9:21 pm
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We must be...increasingly on the alert to prevent them from taking over other mineshaft space, in order to breed more prodigiously than we do, thus, knocking us out in superior numbers when we emerge!
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That sounds incredible Chad. If you work anything up for it, I'd love to hear how it goes!
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  • Posted Fri Nov 4, 2011 9:27 pm
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Lowell Francis
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cazantyl: I think my reaction parallel's yours. I like Ashen Stars but it does have a certain amount of Space Opera wackiness, I'm not sold on. The diverse PCs races- including a psionic one- mean I'd probably impose some restrictions. And cutting any of those out of the game seems like work given how well constructed the setting is. Still there's a lot to really like about it and the scenario book Dead Rock Seven offers a lot of great stuff for the GM.

I think Pelgrane does need to provide a kind of players' resource, as they did with Trail of Cthulhu. There's a lot players have to take in and learn about the universe to get what's going on and make sense of their choices. They have a demo pdf and the character creation section as an individual download, but they could really use an overview document for players that gives a nice and useful briefing on the races, the history, and especially a brief treatment of each of the abilities.

cjbowser: I think any kind of 1984-style set up could easily fit into the GUMSHOE system. It would give investigative abilities an extra dimension- using them to falsify or detect falsifications of evidence. Thee could be some interesting mechanics for working the party structure- you don't mind putting other people (like your fellow agents) on the spot, but you don't want to bury them for fear the sinkhole would drag your own character in. L.A. Noire has an interesting thing in that you want to be right in your investigation, but you can also just go for having enough points to earn a conviction. That kind of evidence gathering could be key to that kind of dark setting.
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  • Posted Sat Nov 5, 2011 11:35 pm
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