From publisher blurb:
The Detective Genre Issue
The Theory and Practice of the MacGuffin
Every so often, we like to drift from the specific to the general, providing not just fantods and fripperies for your campaign but a look, if you will, at fantodology, or at least at fantod aesthetics. With this installment, we approach the generally specific, or the specifically generic: the MacGuffin, which can be any sort of thing, as long as it’s the right sort of anything for your game. And now that I’ve toppled through your office doorway with that cryptic utterance, let the chase begin!
Text: Kenneth Hite, Art: Lukas Thelin
Elementary, my dear Game Master
Back in the dim mists of early history the first stories were those involving the gods, monsters and heroes. Then tales of great battles supplanted them, followed by rebellions against injustice and even romances. Eventually a thousand years ago the first investigative stories were written down, starting with the Persian tale of The Three Apples, and soon followed by Chinese Gong’an fiction. Since then the detective genre has become one of our most popular forms of entertainment – as interminable TV series have proven.
Nothing is quite as fascinating as a good mystery, let alone solving one. So it is no surprise that the key elements of investigation have become an inseparable part of the roleplaying game hobby.
Text: Pete Nash, Art: Reine Rosenberg