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Author: Bryant

Parallel Evolution

Years apart, actual quotes. It’s interesting how two of my favorite designers approached the same problem.

Unlike a lot of games out there, InSpectres didn’t start as an idea for a cool setting or anything like that. What I wanted to do was try designing a game that “fixed” some problems I saw in similar games that dealt with investigation (no names, please). That problem is what I call the “murder mystery” plot. Basically, it goes like this: the players stumble across a mystery of some sort. The GM then provides clues (in the form of helpful or not-so-helpful NPCs, scraps of forensic information or first-hand knowledge of the event). If the players are smart, they’ll figure it out. If not, then the GM has to guide them along until they do figure it out. In effect, it becomes an exercise for the GM in which the players are guided down a pre-built track and react to stuff that pops up along the way (not unlike a funhouse ride). In the end, the game succeeds or fails on the merits of the GM running that game.

What this game does is to allow the GM to set up the events, but then have the players (through their characters) decide what is really going on. The GM then reacts to the players and what they see as intriguing or exciting elements of the story.

The other thing I wanted to do was to set up a play structure (the series of events that occurs in each game session). Using this play structure as a guide, the GM and players know what is expected of them at various stages of the game. The fun, of course, comes from doing stuff in each stage.

Conversely:

Investigative scenarios have been done wrong since the early days of roleplaying games. As a consequence, they’re hard to run and prone to grind to a halt. GUMSHOE is here to fix all that.

What’s wrong about the traditional way of doing investigative games? They’re based on a faulty premise. Story-based roleplaying, of which investigative games were an early if not the earliest example, evolved from dungeon-bashing campaigns. They treat clues the same way that dungeon games treat treasure. You have to search for the clue that takes you on to the next scene. If you roll well, you get the clue. If not, you don’t — and the story grinds to a halt.

<snip>

In a fictional procedural, whether it’s a mystery novel or an episode of a cop show, the emphasis isn’t on finding the clues in the first place. When it really matters, you may get a paragraph telling you how difficult the search was, or a montage of a CSI team tossing an apartment. But the action really starts after the clues are gathered.

GUMSHOE, therefore, makes the finding of clues all but automatic, as long as you get to the right place in the story and have the right ability. That’s when the fun part begins, when the players try to put the components of the puzzle together.

<snip>

Every investigative scenario begins with a crime or conspiracy committed by a group of antagonists. The bad guys do something bad. The player characters must figure out who did it and put a stop to their activities.

If you use the GUMSHOE rules for straight-up crime drama, the team investigates a crime, finds out who did it, and puts the culprits under arrest.

In the Esoterrorist setting, the team investigates an occult conspiracy, finds out who did it and why, and takes action to end the occult manifestations. They may detain or kill the Esoterrorists behind it. They may destroy any supernatural creatures or effects generated by the conspiracy. Or they might turn over the information gained in their investigation to a specialized Ordo Veritatis clean-up team, who ruthlessly and efficiently dispose of the guilty parties and their workings.

Your GM designs each scenario by creating an investigation trigger, a sinister conspiracy, and a trail of clues.

I’ve enjoyed both GUMSHOE and InSpectres. Both Jared and Robin identify the clumsiness of a GM leading players to clues by the nose. Jared doesn’t like the part that comes afterwards; Robin does.

The Darling

1 bottle vanilla soda (we used Dry)
1 shot vodka (Tito’s!)
1/2 clementine, peeled and segmented
Squirt of lemon or lime juice
Pinch of ginger
Ice

I imagine the procedure here is pretty obvious. I squeezed one of the clementine segments over the drink and dropped the husk in, but the rest go in unmolested so you can eat them at the end after they absorb some vodka. The ginger is sprinkled over the top once you’ve mixed it.

Urban Punk

Urbanpunk Deck Mostly thanks to Hillfolk and the enabling influence of Kickstarter, I’ve wound up with a number of decks of playing cards. As one does. In a feeble but well-meaning attempt to justify the trickle of ten buck pledge levels, I’m going to write up some quick little DramaSystem series pitches based on said decks.

I am not committing to running a DramaSystem game based on each deck. Primus, the system works better when it’s in campaign mode. Secundus, not insane.

This is the Urban Punk Bicycle Deck from UncommonBeat. (Click to enlarge, cause they’re better-looking full sized.) I am not sure if they’re still available or not; the Web site says Coming Soon. Email ’em and find out! It is not my favorite deck or even in the top half. The backs are really garish without being graffiti-inspired, while the court cards are oddly 80s-flavored. I still love the concept and the spray painted outlines on the pips.

OK, so what can we do with this?

Nutshell

Ten years after the Global Financial Crisis was not averted, all politics are local. All governments are local, for that matter: it takes too much energy and too much effort to worry about what’s happening fifty miles away. The clock is ticking, as the storehouses of resources dwindle away, but it’s hard to care much about that.

Bundled

This post has an expiration date, which is approximately three days from publication. Reading it after 9/28? You missed out.

The current Bundle of Holding is for a bunch of GUMSHOE games and it seemed worth going over what you get. It might appear that there’s a lot of duplication in the bundle, since all four of the full RPGs are based on the same ruleset. Not so!

Night’s Black Agents is the easy sell: technothrillers meet vampires. Spy action, bloodsuckers, Ronin and Alias and so on. You get the basic GUMSHOE rules tuned for action, which had not been a particular strength until this point. Also you get The Zalozhniy Quartet which is probably a solid 8-12 sessions of play, at a guess. Maybe more.

So why do you also want Mutant City Blues and the associated Hard Helix adventure? Not for the superpower rules. (Sorry.) They are a bit idiosyncratic and highly world specific. You do, however, really want the detailed description of running a GUMSHOE game as a police procedural: interrogation scenes, what a police station is like, all that good stuff. Mutant City Blues is the GUMSHOE game you’d use to run Criminal Minds or CSI.

Fear Itself is a sweet minimal GUMSHOE implementation that does a decent job on slasher films. All the other versions of GUMSHOE in this bundle deliver competent characters. Fear Itself delivers teenagers.

Finally, Ashen Stars is a cool extension of the investigative procedural engine to cover episodic SF. The included setting is solid, but you could also use this to run Star Trek (of course) or Firefly. Or anything where there’s a spaceship, or a set of portals leading to strange worlds, or some kind of time machine masquerading as a common street object, and the player characters travel around dealing with mysterious problems.

In other words, there’s plenty of overlap but there’s also plenty of unique content and you will absolutely learn something about the system from each of the four games. Since you also get a bunch of Robin Laws columns, this is a no-brainer. You also get the Ken Hite subscription but come on, that’s an evil trap. Half of that stuff is Trail of Cthulhu oriented which will make you want to buy that game too. (You should buy that game too.)

Novels You Should Have Read Since Chicon 7

Quick notes from the 1 PM Novels You Should Have Read Since Chicon 7 panel. Any errors are wholly mine. Panelists: Elizabeth Bear (moderator), Willie Siros, and Jess Nevins.

  • Any really outstanding books?
    • Siros: Sea Change, S. M. Wheeler
      • fairy tale fable, internal logic, compared to The Last Unicorn
    • Nevins: Brian Catling's The Vorrh
      • fantasy that avoids the usual fantasy tropes
    • Bear: Cassandra Rose Clark, The Mad Scientist's Daughter
      • SF, robot civil rights, riff on “Bicentennial Man”
      • issues of climate change, peak oil, global cultural change as background elements
  • Siros: Iain Banks, The Hydrogen Sonata
  • Nevins: Selvedin Avdic, Seven Terrors
    • Horror, post-war Bosnia
  • Bear: Toh EnJoe, The Self-Reference Engine
    • picaresque novel – vignettes revealing greater story
  • Siros: Shaman, Kim Stanley Robinson
    • In dealer's room – Larry Smith
  • Bear: The Drowning Girl
    • last year, but still good
  • Nevins: Nick Harkaway, Angelmaker
  • Siros: Peter Hamilton, The Great North Road
    • Tighter than other recent Hamilton
  • Bear: new Tales of the Beanworld hardcover, Larry Marder
    • makes a good entry point into the series
  • Nevins: Anna Tambour's Crandolin
    • medieval cookbook novel?
  • Bear: Barbara Hambly's Benjamin January series
    • Good Man Friday
    • historical detective novels
  • Siros: Karen Joy Fowler: We Were Completely Beside Ourselves
    • mainstream/slipstream
  • Bear: American Elsewhere, Robert Jackson Bennett
    • weird small town with small things going on that add up to something bigger
    • Austin writer, writes books that are hard to summarize
  • Nevins: Lauren Beukes, Shining Girls
    • time travel, serial killer
  • Bear: Ian Tregillis has finished his Milkweed trilogy
    • Bitter Seeds, Coldest War, Necessary Evil
    • alternate WW2, Nazis create super soldiers and UK turns to necromancy
  • Siros: Neal Gaiman, Ocean At The End Of The Lane
  • Bear: Karen Lord, Best Of All Possible Worlds
    • planetary romance, not plot-driven, reminds Bear of Bradbury
    • “a very relaxing book”
  • Nevins: Koji Suzuki's Edge
    • quantum horror about California falling into the sea, Greg Egan-esque
  • Bear:
    • Seanan McGuire's cryptid books
      • lighthearted fun
    • Jim C. Hines Libriomancer and Codex Born
      • magicians who can pull things out of books they're written in
      • some books are locked off… the One Ring
  • Nevins: The Last Policeman, Ben Winters
    • policeman doing his job in a small town before the meteor hits
  • Nevins: Deb Taber, Necessary Ill
  • Siros: Devon Monk, Cold Steel and sequels
    • steampunk Wild West, brothers who are lycanthropes
  • Bear: Merrie Haskell's Handbook for Dragon Slayers, middle school
    • to write a handbook for dragon slayers, one must slay a dragon…
  • Bear: Summer Prince, Alaya Dawn Johnson
    • far future post-apocalyptic YA, set in Brazil
  • Siros: Brandon Sanderson, Rithmatist
    • math based magic, YA
  • Bear last thoughts:
    • Wesley Chu, The Lives of Tao
    • Ramez Naan, Nexus and Crux
    • The Incrementalists, Skyler White and Steven Brust
      • coming in September
    • Max Gladstone, Three Parts Dead
      • epic fantasy constructed like an urban fantasy which is a courtroom drama
  • Siros last thoughts:
    • Steven Gould, Impulse
      • next in Jumper series
    • The Thousand Names, Django Wexler
      • historical fantasy/alternate world
    • Evening's Empire, Paul McAuley
  • Nevins last thoughts:
    • Hannu Rajaniemi, The Fractal Prince
  • Audience
    • Mira Grant, Blackout (Newsflesh trilogy)
    • Lois McMaster Bujold, Captain Vorpatril's Alliance
    • David Levithan, Every Day, YA
    • Daryl Gregory, Raising Stony Mayhall, YA zombie POV
    • James S. A. Corey, Abaddon's Gate, third in the Expanse series
    • Allen Steele, Apollo's Outcast, compared to Heinlein's juveniles
    • Anthology: Mad Scientist's Guide to World Domination, John Joseph Adams edited
    • Paul Cornell's London Falling, London urban fantasy verging on horror
    • Year Zero, Rob Reed, humor
    • The Golem And The Jinni, Helene Wecker, literary fiction set in 1899 NYC
    • The Long War by Terry Pratchett and Stephen Baxter, sequel to The Long Earth