caramida: (Default)
caramida ([personal profile] caramida) wrote2007-08-02 08:34 am
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Investigation is Key

If you've ever played in a mystery, horror, or Call of Cthulhu-style horror-mystery game, you may have encountered out-of-game frustration when something as simple as a single failed die roll has left you without a vital clue needed to keep the story rolling. Either players are forced to fumble around in the dark for ages, or the GM has to risk the perception of railroading by making certain the players get the clue (and get back on track, never mind the railroad metaphor) so as to bring the game to the next scene, or the terrifying conclusion, or whatever is next.

[livejournal.com profile] robin_d_laws posted a useful example of play for his GUMSHOE system, describing how the system works to prevent annoying dead-end delays in investigative mystery games.

Pretty useful, if you've been curious about GUMSHOE, but haven't had a chance to see how it actually works.
ext_369699: (Simpsons)

[identity profile] name-redacted.livejournal.com 2007-08-02 05:12 pm (UTC)(link)
Guilty as charged! Thanks for that link!
ext_369699: (Default)

[identity profile] name-redacted.livejournal.com 2007-08-02 05:57 pm (UTC)(link)
So, can you explain a couple of the things that he talks about, like spending on skill rolls (and skill uses)?

And, am I gathering correctly that he separates investigation-type skills from action skills, and that investigation skills automatically succeed (although you can spend on them to get additional clues, beyond the basics)?