GUMSHOE -Trail of Clues vs Moving the Game On
A few people have mentioned that having a predefined trail of clues might be a little restrictive. Here are a few ways you can use the investigative/interpersonal skills which don't necessarily lead along a trail of clues to a fixed solution. The basic idea is that you can think of a clue as a tiny adventure hook - perhaps a fish hook.

1. A fish hook doesn't have to lead closer to a solution - it just has to lead somewhere. It can lead to a red herring (sorry) or to trouble, or just take the PCs somewhere interesting where you can see what happens.

2. A clue doesn't have to be predefined. When a player is offering to spend points in an ability, what they are looking for is to overcome an obstacle and be offered something else which furthers their agenda. If you play this way and it's appropriate, offer them a lead in the form of a point-spend clue. Clues are a way for you to keep the momentum of the adventure going, and you should feel free to remind players of the leads they have missed. They should be encouraged to write down every clue that potentially takes them somewhere, and never give up until they have explored every possible lead.

3. There never has to be a solution, just something for the PCs to do next. They don't have to solve the mystery. The clues just give options.

4. Players can't tell the difference between core clues you make up and core clues you've written down before hand. Whilst GUMSHOE is especially well designed for creating pre-written mysteries, it doesn't have to be run that way. It works well for improvised games, too.

5. If you've prewritten an adventure and the PCs veer off, that's fine. If it's interesting, see where it takes you. If they seem to know where they are going and what they want to do, keep offering more leads. Eventually, if you want to get back to the beaten track, offer more clue bait to take them back to a pre-planned scene.

6. If you like games where the GM role is spread out a little (and GUMSHOE is not specifically designed for this), you can treat investigative spends by players as a chance for them to have narrative power, with the player offering up a suggestion, and the GM accepting it (and the player loses the points) or rejecting it (and the player doesn't). I haven't tried this, so I'd be interested in any feedback.
by Wishsong | 2009/03/09 17:56 | RPG | 트랙백 | 덧글(0)
트랙백 주소 : http://Wishsong.egloos.com/tb/4085015
☞ 내 이글루에 이 글과 관련된 글 쓰기 (트랙백 보내기) [도움말]

:         :

:

비공개 덧글

◀ 이전 페이지 다음 페이지 ▶



Geek道를 쌓으면 신선이 되나요.
by Wishsong
Calendar
어딘가의 글
찰스 디킨스 :

미루는 버릇은 시간도둑이니, 당장 잡으라.
카테고리
전체
나와 주변의 일.
세상의 일들.
내가 즐기는 것들
RPG
Transhuman Space
읽은 책들
군 이야기(중단)
영어 일기(중단)
미분류
최근 등록된 덧글
Interstellar Wars 룰..
by MC 바리반디 at 13:48
이 Droyne 일족 중 일부가..
by MC 바리반디 at 13:40
Terran이 Solomani로..
by MC 바리반디 at 13:38
그 그런 -0-... Interste..
by MC 바리반디 at 13:35
Hmm. Interstellar War..
by MC 바리반디 at 13:32
제가 오리엔트에 올리려..
by MC 바리반디 at 13:28
다 주사위와 논리(대뇌..
by Wishsong at 12/21
오오 이거 참 간지나네요..
by qws2 at 12/21
꽤 재미있더라고. 중..
by Wishsong at 12/17
오. 생각보다 괜찮아보..
by Asdee at 12/17
최근 등록된 트랙백
솔로 플레이용 캐릭터.
by The Adamantine Watc..
THS 만세!!!!
by 카린스랜드 아브제국 이..
JIXmall :: 3d 프린터 원리
by JIXmall.com
솔로몬 케인
by 실버씨의 유쾌한 인생
나야 뭐.... 결혼할 ..
by 편을 바꾼 존다리안.
북경의 D&D
by RNarsis의 다락방
수상한 블로거!
by The Flyting
The Sandman 9th, T..
by onoma_
자살혐오에 관한 단상.
by Here, Now, I am.
아아.. 묻어가는구나...
by thespis의 잡담만세
태그
ORE PR 혼자놀기 Barbarians_of_Lemuria 무명씨 출판 Review 캐릭터 Mythic 리뷰 DnD 리플레이 인디RPG 초인물 소서러 Sorcerer x-파일 TRPG 스킬첼린지 스킬챌린지 삼성 잉여잉여 슈타인호프 WIld_Talents 미딕 AV배우 노회찬 Babarians_of_Lemuria DnD4th 솔로플레이
전체보기
rss

skin by zodiac47