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Tag: gumshoe

Bodyguards in the Dark

I’ve been rereading Greg Rucka’s Atticus Kodiak books on the occasion of him republishing the first four in the series, and it’s been a pleasure. A gloomy, morose pleasure but a pleasure nonetheless. As always they seem like they ought to be quite adaptable to tabletop RPGs, so I spent a while thinking about that last night while I was falling asleep.

The super-easy adaptation would use Night’s Black Agents, drop the vampires. It’s easy to dial that flavor of GUMSHOE into gritty dangerous street level action, and the bursts of competence that result from the Military Occupational Specialty rule — automatic successes once per session on your chosen MOS skill — would also fit perfectly. Atticus and his friends spend a lot of time being able to push themselves to unreasonable levels of competence when the situation really calls for it.

You’d have to generate some new Backgrounds, I think, which is easy. Also drop Occult Studies and Vampirology from the abilities list and… yeah, Sense Trouble is the critical ability for keeping focus when you’re on watch for hours at a time. Without play testing this, I think using the Thriller Chase rules for standing watch would work really well; the assassin is testing abilities like Infiltration, Surveillance, and Disguise against abilities like Sense Trouble, Surveillance, and Preparedness. Winner gets points in a combat pool before playing out the actual attempt.

But then I had another idea, which I like more and which would take way more effort to implement. The post title gives it away, I know.

One of the core mechanics of Blades in the Dark is the engagement roll; the goal was to reduce the amount of time a group of players spend planning out every detail of a heist. You just go straight to the start of the action, and rely on flashbacks to fill in plans as necessary. So why couldn’t you just invert that — make an engagement roll to cut right to the start of the attempt on whoever you’re body guarding?

In Blades, you choose the point of attack before making an engagement roll. For this application, I think you’d go a bit metafictional and choose the opposition’s point of attack — this may be a bit too much player control for some but it allows the body guarding PCs to look awesome. Bad engagement rolls mean more variance from the determined point of attack, so that it’s not a guaranteed win for the players.

The time consuming part of this hack would be building a bunch of new playbooks. Not too hard to come up with them, just using the Kodiak series as the point of reference: Bodyguard, Private Detective, Driver, Special Forces, Cop, Medic. There’s six, voila. Writing them up is left as an exercise for someone else.

I don’t see a lot of value in multiple crew types, since this is about a very specific topic. I suppose there’s a game about urban action in here somewhere, in which case Bodyguards is one of several crew types with special rules for engagement rolls, but that’s even more work.

And then time to work out a new list of actions, etc. etc. As I said, there’s real effort necessary here, but I dig the idea.

YKRPG: Boîtenoire Template

The Wars setting in Yellow King RPG includes these sort of portable telegraph machines called boîtenoires. I wanted to generate some prop messages for our campaign, but I couldn’t find any templates, so I whipped up a simple one myself. Then I rang a couple of variations on it. Here they are.

Right-click and save any image for the full sized version. I recommend HPLHS Telegram as a typeface for filling in the body; that’s what I used for the header labels and it’s a free download.

Here’s an example of how I used these:

Boitenoir Message example

Pretty self-explanatory. I fiddled around with the header block (To/From) for a while before figuring out how to make it look reasonably official. I smudged the date because time is very slippery in this particular setting.

In our campaign, I decided that paper is in short supply so I used the faded letter background. Since your campaign may be different, I also made a pair of them with generic vintage paper. For my purposes, I used the Scriptorium’s Lysander typeface as the header typeface. (You can buy it individually but that’s very cost-inefficient, so I linked to the package deal. Or wait for one of his occasional 30% off sales, get the full Display bundle, it’s a great collection of historic-flavored typefaces.) This seemed like it might be a bit frilly for everyone’s tastes so I generated another pair of templates using HPLHS Headline One, also available for free from the H. P. Lovecraft Historical Society.

While I’m getting distracted by talking about design resources: Design Cuts is my go-to source for cheap bundles full of resources. Usually $30 for a bundle, there’s always a bundle available, and they usually cycle through typeface collections, vintage design resources, and product mockup bundles. The quality is not insanely high but for the purposes of me fiddling around with props? Awesome. Would also be very good for sourcing Roll20/Foundry backgrounds.

Live-Read: The Mechanism

This post is a cleaned up version of a live-read Twitter thread I posted today; I’ve been doing those as the mood takes me, and it’s a kind of fun, lazy way to review tabletop RPGs. My wise friend Ginger noted that I should be collecting these on the blog. I half-thought I had been but I was wrong! Thus, here we go. (It might be entertaining to compare my speed-written text with what happens after I have a chance to re-read it and wince at my clumsier phrases.)

I just received “The Mechanism,” a Night’s Black Agents convention scenario by Gareth Hanrahan, as a bonus with one of my other Pelgrane Press orders. As I read the first scene, I realized the loosely written approach was interesting to me, so I figured I’d share.

ToC Conversion: Bad Company

I picked up a bunch of Cthulhu Britannica material in a Bundle of Holding sale a while back. Glad I did, since Cubicle 7 has pulled the line after their license expired. As a sort of a warm up exercise for my efforts to write more, I started working through the original book to convert the adventures into Trail of Cthulhu.

It’s unclear how many I’ll get through, but I had an excellent time converting the first scenario, Bad Company. The work necessary to understand and adapt the scenario turned out to be a great way to internalize the material. Wish I had a good place to run it; alas, it doesn’t fit into my current campaign.

The All-In Wrestlers of 1930s London

True fact: tens of thousands of Londoners happily attended professional wrestling shows during the 1930s. This resurgence in the “sport” was thanks to one Sir Edward Atholl Oakeley, whose autobiography I really gotta read. (In his later years, long after his wrestling career ended, he became the 7th Baronet of Shrewsbury. Wild life story.) He dubbed his wrestling style “All-In,” since it allowed for wrestlers from a variety of traditions. Sir Oakeley always maintained he was promoting real sporting matches, but given that US pro wrestling had already become mostly staged by 1930, it seems pretty likely that All-In wrestling matches were also fixed.

This phase of British professional wrestling history lasted under a decade. By 1940, the quality of the wrestling had degenerated as demand rose. It became more a spectacle, less a sport, and unacceptable in the eyes of civil society. By the time promoters were running mixed gender matches, judges were handing down decrees preventing public shows.

Let’s talk about gaming!

GUMSHOE: Stanhopes

In 1857, a French photographer named René Dagron combined the hot new fad of microphotography and a 50 year old magnifying device called a Stanhope lens to come up with a simple inexpensive way of embedding tiny photographs into a wide range of gewgaws. Stanhope lenses are small enough to embed within rings, watch keys, pocket knives, charms, and so on. Dagron was also an entrepreneur: he ran a mail order business selling the things. Since they were cheap enough to market as souvenirs, they became fairly common fairly quickly.

The images are remarkably clear and detailed despite their tiny size. One could, hypothetically, put quite a bit of text in one of these. During the Franco-Prussian War of 1870, Dagron refined his microphotography process to generate carrier pigeon messages. This usage didn’t require Stanhope lenses in reality. Who knows what might have happened in a slightly different time stream?

The fad was mostly over by World War I, but there are plenty of the things floating around during the 1930s era of Trail of Cthulhu. If you’re running a Night’s Black Agents game, you’ll be happy to know that Stanhopes still turn up all the time in the wild in 2018. Also fun: it’s not obvious when an object has a Stanhope embedded within it. The photographs are 1/10th of an inch in diameter and a mere quarter of an inch long; modern collectors often miss the presence of a Stanhope. This makes them awesome as unexpected surprises for an investigatory game.

Based on a few hours of Web surfing, I can’t find any evidence that anyone put a Stanhope into a book spine — but someone really should have. This is an easy Bookhounds of London hook. The book itself is something anodyne and unremarkable, but the spine contains images of a horrible crime. Who took them? Why were they preserved in this manner? What’s casting that terrifying shadow in the background?

For a conventional Trail of Cthulhu game, stick the same images in a more traditional Stanhope carrier. Want something more outré? Consider the pocket knife with a small glass aperture at one end. If you look into the glass aperture, what looks back out at you? The Stanhope brooch is the only path this creature has to reach the outer world, and it’s been trapped in there for decades. It will not be grateful to you.

Wait: this Stanhope shows a moving picture. Something strange. It’s the Dreamlands, or Carcosa if you’re into Hastur.

For Night’s Black Agents, a Stanhope would be a great way to introduce a picture of a prominent NPC. Who, of course, looks the same in the picture as he does now. Most photographic evidence of his earlier life was destroyed, but Stanhopes are easy to miss. Or you can go straight espionage, and have one contain microfilm as an information carrier. Also, since we’re talking vampires, I should note that there were plenty of Stanhopes built into crosses. One common cross had seven Stanhopes in it, each one depicting one of the Seven Sorrows of the Virgin Mary. Any vampire game ought to be able to do something useful with that.

Skill-wise, a Trail of Cthulhu character needs Art History or a Evidence Collection spend to notice one of these things. Craft could also work given the right specialty. Bookhounds could use Document Analysis. For Night’s Black Agents, a Notice spend can stand in for Evidence Collection. Art History remains preferable — give those PCs some payoff for all those years spent in museums.

There’s a book on these, which looks really interesting but I’m not sure about giving into temptation. It has pictures, though. Tempting.

2017 Campaigns 1 of 5: The Golden Pyramid

Nights Black Agents campaigns are built using a diagram which represents the classic conspiratorial pyramid structure. It’s called a Conspyramid. The mastermind squats at the top, with minions at various levels beneath. PCs discover the fringes of the conspiracy, and work their way up as the campaign goes on.

The following diagram is a satire. Who would believe that Peter Thiel is secretly influencing 4chan, or that Steve Bannon controls Breitbart News?

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.