Showing posts with label GUMSHOE. Show all posts
Showing posts with label GUMSHOE. Show all posts

Sunday, November 8, 2020

Currently Gaming Nov 2020

 Other than that bit of math yesterday, I haven't really posted here in a while. Figure I should say a word or two about what gaming I'm doing.

D&D: Played the first session this week in a friend's campaign of D&D. I'm playing a flighty gullible Halfling Warlock. 

For those who know D&D, my Warlock Patron is Archfey, and my background is Guild Artisan. Dimple Copperock was an apprentice to a Colton Smelt, a master smith who makes fey-killing magical cold-iron weapons. Titania offered me power in exchange for betraying my master and leaving his employ. 

The campaign world seems pretty cool, and the GM has a lot of good ideas... but for some reason really likes the idea of the skill challenges from D&D 4th and has ported them over to 5th. I hope they don't come up too often. He did one in the first session, and it was clunky. Maybe they'll get better as we get more practice with them, but it felt arbitrary and flavorless to me. Definitely the weak-point of an otherwise excellent first session. The rest of it was more than enough fun to justify letting the GM do his thing with his favorite mechanical concept. Who knows, maybe once we've got a few skill challenges under our belts I'll grow to like them.

As I'm now playing a Warlock, I am eagerly awaiting the imminent release of Tasha's Cauldron of Everything, a new D&D rulebook that has a bunch of cool Warlock stuff in it.

Torg: I really like my playgroup, and am having a lot of fun, but I'm also having a hard time wrapping my head around Torg some nights. Not just because the rules are sometimes weird, but because I don't always understand the setting real well. This is my first Torg campaign, and most of the rest of the group have played Torg for decades. So they all grok the setting inside out, and I feel like I'm constantly playing catch-up. The GM threw a really interesting "Invasion of the Body Snatchers" plot at us recently, and I had the darnedest time figuring out if my PC (a dinosaur-man who worships a nature goddess I don't really know much about) should honestly be upset about body-snatching plant-clones. I guess it's an intruding reality, and as a Storm Knight I should be generally against that, but I also kind of felt like "Law of the Jungle" suggests mind-whammy plant-monsters gotta eat, too.

More D&D: I have a big campaign we play marathon sessions of on long holiday weekends. Had to convert it all to Roll20 because with the Pandemic nobody wants to get together for Thanksgiving Dinner. It was a ton of work taking my graph-paper (and Dwarven Forge) dungeon online... but now that I've got the tools/campaign built, I'm almost certainly going to want to keep using them even when things feel safe to play at the same table. Roll20 is pretty great.

Amber: We're 5 sessions into the campaign, and having a lot of fun. Nearly every scene has taken place in Amber itself, which is kinda weird, and probably my fault. I encouraged the players to get invested in Amber the place so that the big plot would matter to them, and I set a lot of interesting schemes in motion within walking distance of the castle, so they're sticking nearby thus far. It's cool, but I'm hoping to dive into the improvisational poetry of a hellride soon, as that's always a lot of fun to GM.

Shadows of Brimstone: Ran a bunch of Trederra adventures during DiceFest Online. I don't tend to talk too much here about work, but we did some almost theatrical productions this time. Fancy 3D board, 4 cameras, cool stage lights, creepy life-size Trederran Legionnaire standing right behind me, and a fun custom scenario with Darkstone Mortar fire. It was a lot of work, but also a ton of fun.

Mansquito -- I mean, Night's Black Agents: In recent sessions, the PCs slew The Man In The Iron Mask and a Moroccan Djinn. We've taken about a month off for various scheduling conflicts, but will return next week. The PCs have successfully infiltrated the power structure of Graf Orlok (the monster from the silent film Nosferatu), but they betrayed his bride while hunting those other baddies I mentioned, so next session will be a painful reckoning unless the players come up with a really clever cover story for what went "wrong".


Monday, April 6, 2020

I can take that suspicious corkboard off my wall.

Just about have my Night's Black Agents: Dracula Dossier RPG campaign converted to online play via Roll20. Character sheets, handouts, "murder board" Adversary Map, the whole enchilada. Excited at the thought of getting to play again soon.

Not sure what I'll do with all the space this will free up in my living room. Maintaining a corkboard with NPC photos pinned and connected by colored strings has been a hallmark of my home for over 2 years. For once I won't be afraid to have my landlord drop by... well, I mean... except for the fear of contagion and quarantine.

Sunday, July 14, 2019

Just Lettin' 'Em Talk It Out

I ran another session of Night's Black Agents: Dracula Dossier yesterday. I'm going to brag a little bit. It was the least amount of work I've had to do as a GM at the game in possibly forever, and it was amazing. Two of the players were running late, so rather than dive into the plot, the other players just started in talking in-character and planning for the next op. This lead to them reflecting on some of the props I'd given them in a previous session, and suddenly they found themselves deeper in character discussing the ramifications of a letter they'd intercepted. The other players showed up, and they had to bring them up to speed on it. This started a whole new round of debate and even philosophical discussion, as they pieced together the frame of a plan on how to bring the fight to the enemy. I didn't have to do anything. For over 4 hours they bantered back and forth, with everyone super-engaged and excited.  I played one NPC, for about 30 seconds, near the very end of the session when they decided they wanted to phone a friend. Other than that it was all them. And they enjoyed it so much, everyone kept complimenting my GMing and the depth of the world I'd created, as I mostly just twiddled my thumbs.

Now, to be fair, I did a ton of work before and between sessions to set this up. I worked out the rules of what vampirism is in the game world (as NBA provides a toolbox for the GM to design their own unique take on what the evil in the world really is). I built a huge roster of NPCs each with their own agenda and timelines and loyalties, and let that simmer in the background. And then I dangled tantalizing clues about the true nature of things before the players eyes in the form of some nifty props.



Without the context of everything that's happened in the game, this probably reads as maddeningly obtuse, but my players were able to decipher it enough to hatch a scheme to turn Rasputin, Paracelsus, Graf Orlok, Jack The Ripper, Mina Harker and a Moroccan Djinn named Aisha Qandesha against Count Dracula. It's going to be epic.

Saturday, November 24, 2018

Quick On Their Feet

Ran another session of Night's Black Agents / Dracula Dossier tonight.

SPOILER WARNING.

This session started with a PC in the trunk of a car with a vampire. The PC was in the trunk of the car, because this particular vampire had created a telepathic link with the PC a few sessions back, and could mesmerize her for a moment or two at sunset. So, trunk of the car seemed the best place for her as the other PCs drove around near that time, so the Vamp couldn't see through her eyes and know where they were. What no one was counting on was that the Vampire could not just communicate and spy on, but could actually manifest next to the PC if the PC didn't actively try to resist her. Oops.

So a big chunk of the session involved the PCs suddenly having a fight with a vampire at a random street corner in London. They were unprepared for this, but did a decent job of thinking on their feet. They opened up a fire hydrant, and were happy to discover that did indeed count as running water. They escaped by carjacking some poor sap who was stuck at the same intersection as them. Quick thinkers, but not terribly heroic.

Police were quick to respond to the scene; confirming for the players that indeed Edom (the British vampiric intelligence agency, or maybe counter-vampire agency) was still watching them closely, and the Heat Level in London is too high for the PCs to operate safely.  When the PC hacker tried to hack the London surveillance network, a thing he'd accomplished twice before without trouble, he was suddenly met with stiff resistance from some government-issue white hat that was waiting for him to intrude again. They managed to get away again, but they now know they've been made, and no longer have the upper hand on the digital front.

They are leaving two active Vampires (no less than Mina Harker and Jack the Ripper) behind in London, but being international super-spies, the PCs are never more than a montage away from a new Operation. They have put a bunch of extra photos and strings on the Adversary Map (known affectionately by the players as "the Murder-Board"), so when things cool down and they can return, they will get a large Operational Pool bonus for targeting any of these Vamps or elements of Edom that they have identified in the past few sessions.

For now, they're laying low on the continent, and next session will be moving against the German biker gang that they suspect is working for a nosferatu rival of Dracula. The enemy of our enemy... is still a vampire, and needs to be staked, after all.

As GM, I am just a tiny bit worried about the players hitting the wall back in London. It made sense that this would be a very difficult area to make progress, given the high degree of government surveillance in that city, and it being one of the HQs for Edom, and the complicated nature of the "relationship" between Edom/Harker/Dracula in this particular. The PCs had early-on identified that Romania is "end-game" territory best saved till they have spent lots of XP and learned all they could about the best ways to hunt Vampires. London falls into the same "save this high-level stuff for later" territory, but they didn't figure that out until the second time things went pear-shaped.

Thankfully, NBA and the Dracula Dossier give the PCs a ton of leads to pursue all across the globe, so they decided to just head back to the continent and follow up more productively on some targets they earned intel on back in the early days of the campaign. These are lower-level targets who are more exposed than the NPCs realize, so they won't see the PCs coming. It should provide a good chance for a relatively easy victory that will bolster the PCs spirits, and lead them toward juicier targets further up the villain's org chart.

Saturday, May 19, 2018

Hard Drives Full of Ripper Letters

SPOILER ALERT: May contain tree nuts and spoilers for Night's Black Agents / Dracula Dossier.

Last weekend's session of my Night's Black Agents / Dracula Dossier campaign went smashingly well. We started with a battle between a group of PCs and Mina Harker on a helicopter. That led to a controlled crash that everyone survived thanks to quick thinking and aggressive point spends on the part of the players. They hoofed it north from the wreckage to cross Hadrian's Wall and the old Scottish border beyond it, having come to the deduction that Mina might be stronger on her native English soil and might have a hard time crossing a border uninvited.

Feeling a bit safer on the other side of the wall, they decided there was finally time to bring the newest Player Character up to speed on what she'd gotten herself into. So they broke out the Adversary Map and summarized each person, place, and organization on the giant interconnected web of strings and suppositions. This gave me a good feel on what parts of the mysteries the players had understood and internalized well enough to retain despite the two long breaks that have disrupted the campaign. Which meant it also pointed out to me which bits of the mystery were too vague or obfuscated for their own good, and the handful of important clues they had either forgotten or undervalued. So then I chimed in with some refreshers and emphasis where needed. I know I've beamed about it in many previous posts, but I'm just going to reiterate my love for NBA's Adversary Map, the Dracula Dossier's main prop/resource, and other organizational tools this game provides. Most detective RPGs with a long-term ongoing metaplot would have been irrevocably scuttled by the long dry spells that were caused by everyone's busy schedules and some out-of-character drama. That this campaign has bounced back twice pretty much effortlessly is a testament to what Night's Black Agents / Gumshoe System brings to the table.

 We left off this session with the PCs just starting to prep their next Op. They feel responsible for unleashing Jack the Ripper on the modern world several sessions back, so they are planning to track and target him next session.

In preparation, I spent a few hours tonight making Jack the Ripper props for the game. All new letters From Hell to be the trail of breadcrumbs for the Player Characters to detect and follow. Once the PCs find them, I'll post some here. Tangential to that, I just gotta say, the stuff that accumulates on the hard drive of a horror-game GM or DM can get pretty damn crazy at times. Sometimes anxiety-brain questions the wisdom in making and storing such madness, even though it is clearly for gaming purposes.


Saturday, February 25, 2017

Do they really expect me to play baccarat with Count Dracula?

I'm having a hard time figuring out how to make the Gambling skill in Night's Black Agents interesting in play, without breaking the game in any way.

It hasn't really mattered in my previous two campaigns, because no one ever put more than a couple points in it. This campaign, I've got 2 PCs with level 8 Gambling ratings, and while there's some interesting "Cherries" to pick from at that level, it's hard to picture how I'm going to make Gambling be important (or interesting) often enough to make those points feel well-spent.

I guess the right play for the GM is to craft the narrative so the PCs have no stable income and have to rely on periodic Gambling forays to finance their Ops. The game's monetary system is pretty loosy-goosy and avoids dollar signs as much as possible. There's no equipment charts, nor do you have to account for every last gold piece, so there's no mechanical incentive (or method) for, say, making a 20% return on investment. Either it does nothing, or it generates "Excessive Funds" with no real risk, so the needle jumps wildly between "useless" and "broken" depending almost entirely on GM fiat. I'm not happy with that.

What's more, the game's mechanics are set up to encourage PCs have rock solid competence. If you know the difficulty of the roll you're making, and success on the roll is at all important, the right call for the player is almost always to spend enough points that the die is irrelevant.

The only likely reason not to spend enough that even a "1" on the die is a success, is if you're trying to hold something back for later in the session. It's easy to imagine situations where a PC might not want to spend their last point of Shooting, or Driving, to hold on to it in case another gunfight or a chase scene breaks out. But you're rarely if ever going to think "I'd better not spend my last point of Gambling, just in case there's a surprise slot machine ambush!"

If I make all their gambling be one or two high-difficulty rolls, the PC will dump all their points on them and be guaranteed to win big. Calling for a long series of smaller rolls might make the PC's decisions from roll to roll feel more important, and better justify (via hard work) the benefits of gambling-as-finance, but it's probably going to put the uninvolved members of the party straight to sleep. Either way, the rules as written don't really catch the feel of risking everything on a big bet, which is a real shame because that's the appeal of a gambling montage in a spy movie. I suppose you could get that feel by setting really high difficulty numbers, I guess, but then you're looking at a situation where a PC drops 8 or more points on a single roll (which would be overkill on any other skill) to still only have a 50-50 shot at success. More exciting, yes, but again it would feel like those 8 points during Character Creation could have been spent better elsewhere.

I'm starting to think that maybe Gambling should be an Investigative Skill, not a General Ability, in Night's Black Agents. If that were the case, you'd use Gambling to qualify or earn a seat at the table where the Enemy high-rollers were playing, or to locate the floating poker game where the opposition thugs play. Gambling would then pick up clues about NPCs using sleight of hand, or NPCs having suspiciously good luck, or you'd use Gambling to follow the paper trail of the mafioso who owns the track. You'd even be able to spend Gambling to gain a Tactical Fact-Finding Benefit or Tag-Team Tactical Benefit bonus on a skill roll, and retroactively justify it in the narrative as having spent your winnings to have better equipment. (Gambling spent to TTTB on your comrade's Preparedness roll just seems kinda fun.) There's some decent ideas there, so I'm going to try to work some Investigative Spends for this General Ability in my current campaign. It's going to take some significant scenario-design effort on my part to make those 8 points feel as meaningful as they would have been if sunk into Athletics or even Digital Intrusion.

Next campaign, I'll probably shift Gambling to the other column of the character sheet. It seems like that's where it belongs.

If anyone with GUMSHOE experience has any better ideas or advice, I'd love to hear them.

Thursday, February 23, 2017

Mos Philos

In Night’s Black Agents, every PC has one MOS. This stands for Military Occupational Specialty, which, while delightfully jargonized, is a little misleading. It doesn’t necessarily have anything to do with the Military or your character’s official occupation. In a nutshell, an MOS is a once-per-session* automatic high-level success. You pick a single skill that you can absolutely rely on to save your bacon once per night*.



*: Recommended House Rule: The rules say MOS is once per session, but I’ve found that once per MISSION works much better, especially with larger groups. Once per Op means the players have to be a little careful not to just blow their MOS on something trivial, and in turn that frees up the GM to really make those MOS activations knock everyones socks off. The best reason to go with once-per-Operation instead of -per-session is that this discourages players from dragging things out. Someone metagaming the refresh system of a Gumshoe game like NBA can actually wreck your campaign. You never want a situation where the best play is to turtle up and do nothing until the end of the night because next week the PCs will all be back at full strength if they just stall out the clock. For my own campaigns I’ve moved all the end-of-session refreshes and processes to happen at end-of-mission instead, and I find it’s a strong improvement. Ops rarely last more than a second session back-to-back anyway, because all those MOS activations and Cherry benefits generally allow the PCs to shoot for the moon and stick the landing on any plan in just a session or two. About the only situation where I would consider moving things back to a per-session basis would be if I was running a campaign with just 1 or 2 players.  

I’ve seen three main philosophies or schools of thought for player MOS. Having seen them all in play, I think all are equally valid, though it took me a little while to get to that. Here’s three ways to pick an MOS:

1) Use it to strengthen the skill you plan to spend the most frequently. This is the obvious play for a super-shooty assault specialist. Putting your MOS in a skill you plan to lean on heavily provides you the freedom (and safety) of being able to blow all the points you want on every roll, knowing that even if you bottom out your best ability in a protracted conflict you still have one helluva trick up your sleeve.

Though I mentioned shooting, this approach actually works super well for non-combat skill MOS assignments. The notion of “master of disguise” is a very fitting one for the genre, but it can be very point-intensive in this game. You may feel that Disguise alone isn’t good enough, and before long your core concept is eating up your General Ability budget with the smorgasbord of Cover, Network, Infiltration, and Surveillance. Covering all the aspects of “master of disguise” can leave you feeling stretched thin, and those points all feel a little wasted when the current Op is some unsubtle smash-and-grab. Putting your MOS into one of those Abilities is a great way to ease that pain. You can then afford to specialize in just the Ability levels needed to score the most appealing Cherries, and know that a timely MOS will cover any oversights or point deficits.

Aligning your MOS with your best (or one of your best) skills feels very fitting, and makes good sense in- and out- of-character. There is no rule forcing you to pick an MOS in your best skill though, or even in a skill you've got any points in at all. Let's look at some other philosophies and options for MOS selection...

2) Use it to shore up a critical weakness. Here you’ll take a MOS in some action skill that you are otherwise incapable of using. The first time a player in one of my campaigns picked an MOS they didn’t have more than a point or two in, I was very apprehensive. On some level, it felt almost like an abuse of the system. But now I’ve seen it in action, and I’m a full convert.

One of the PCs in my current campaign took a Weapons MOS and basically no other combat skills. Once per mission* she can get the drop on someone and beat them into submission with a frying pan, but if faced with a protracted battle she’s more properly motivated to surrender and gather intel as a prisoner. It works out pretty well. She gets fun spotlight moments in the occasional fight despite being otherwise a non-combatant. That is all kinds of cool. The MOS mechanic allowed her the freedom to play a quirky civilian in a setting where that might otherwise be a lethally bad idea.


3) Use it to hand-wave past your least-favorite part of the genre. The entire point of Gumshoe is to cut out the tedious die-rolling and related frustrations that can wreck a mystery scenario… so there’s no reason you can’t apply that principle to any skill or type of scene that just doesn’t excite you.

For the sake of the argument, let’s say you just hate car chases. Maybe it’s the chase mechanics never live up to your imagination and expectations. Or maybe you’re bus-bound in the real world and couldn’t give a damn about cars. Whatever the reason, you’ve decided that you can’t stand car chases and don’t want to play that minigame. It may be counter-intuitive, but in that situation an MOS in Driving would be a great investment. It would allow you to short-circuit any chase or tailing sequence you want by just invoking your MOS to escape/catch-up/ram the opposition. If there’s someone else at the table that absolutely loves car chases, you can expect that there will be the occasional twice-in-one session chase scene extravaganza, but at least you only have to suffer through the second half of the double-play.  
(EDIT/afterthought: Depending on just how much your fellow players enjoy a car chase, you may find it fairest to instead suffer through a few minutes of it in the early part of a session, and then invoke your MOS if the scene really starts to drag or if a second car chase crops up in the same session. Your mileage may vary.)

Driving was merely the low-hanging fruit there, and the same principle can be applied to nearly any type of scene you don’t like if you just target the skill most likely to shortcut it. Hate shopping and planning scenes? A Preparedness MOS will get you the right tool for the job with no advance notice.  Can’t talk your way out of a wet paper bag? An Infiltration MOS will get you past the security check point and on to the fun parts behind enemy lines. Completely bewildered by technology, or bored to tears by hacking scenes? Digital Intrusion MOS cuts those down to a quick montage and a bare minimum of jargon.

The MOS mechanic is one of the great innovations of Night's Black Agents, and it does an amazing job of empowering the player to not just customize their character, but also tailor their gaming experience just the way they want it. That's a win for everyone.


Friday, July 25, 2014

Old-School Conspiracy-Mapping with Night's Black Agents

I think I need a bigger corkboard. Here's what my Night's Black Agents PCs have uncovered of the conspiracy as of session 3 (and that third session was only about 2 hours of play). Mostly stolen from The Zalozhniy Sanction: Russian mafiya in the top and left, undead in the the middle and creepy locations below that, plus a subplot or two over on the right. NBA's mechanics actually give the PCs bonus points for every piece of string linking people or places.

When non-gamer visitors come over they see that wall and immediately start asking if I'm investigating a murder. (Note to the surveillance team in the white van that's always down the street: It's all just a game. I promise.)



Monday, March 18, 2013

4 Campaigns at once

On top of my Continuum RPG that I run nearly every Wednesday night (and have been for 4+ years now),  I'm now adding 3 other campaigns.

On Mondays, I'll be running two games, that alternate roughly every other week, depending on which players are available.  These are with people who were in my Continuum game, but had to drop out for various reasons mainly having to do with inability to schedule everyone on the same night (and one player being unable to show up more than twice a month, regardless of day).

So, on Mondays when everyone's going to be around, we'll be doing short-shots and mini-series. The first one I'm going to run will be starting 2 or 3 weeks from now, and probably be a Scion game, but using either Fate or PDQ for the rules as those are much simpler systems than Scion's default White Wolf d10 system. Frankly, the setting and concept of Scion are great, but the mechanics were a pain in the butt past Hero level anyway. This miniseries will last 4 to 8 sessions, and then one or more of the players will take over GMing some other miniseries for a while, before I cycle in again. When I do, I'll probably try another stab at Night's Black Agents, which I like a lot but I got the impression one of my players wasn't thrilled with Gumshoe.

On the alternating Mondays (starting a week from today), when the one player just can't make it because of rotating work schedules, I'll be running 7th Sea. Again, the 7th Sea setting is better than the easily-broken system, so for this I'll be using a hybrid that is 80% PDQ, 15% 7th Sea, and 5% Fate (just character creation).  Light, mostly simple, and easy for me to improvise because I've got a lot experience with the setting.

Continuum continues on Wednesdays, though with a slightly smaller play group than it once had.

On Sundays, I'll be running a huge Warhammer Fantasy 3rd Ed campaign. We made characters yesterday, and it was awesome. More about that in a future post, I assure you.

4 games at once, using 3 and a half rules sets, 1 of which is mechanically crunchy (Warhammer), and 1 of which requires extensive multi-timeline micromanagement (Continuum). So, clearly,  I'll have zero free time in the next few weeks as I sort things out to get 3 games launched, and not many aimless days in the weeks thereafter.

It's possible I just might be crazy for trying to juggle all this at once.

Thursday, January 3, 2013

Bennies, Drama Dice, Fate Points, and Gumshoe

Some RPGs (7th Sea, Savage Worlds, FATE, PDQ, etc) include some small budget of tokens you can spend for the rolls that really matter. Bennies, Drama Dice, Fate Points, Aspects, etc. They are often represented by poker chips, glass beads, or unusually-colored dice. You usually get 3 or 4 of these things at the start of each session, and opportunities to earn a couple more as you play.

In their simplest form, these give a bonus on your roll, or maybe a reroll. The point of this is so that you're not screwed when the dice misbehave at a critical moment. My life depends on this roll? I'd better spend a Bennie.  The bad guy's getting away? I'd better spend a Bennie.  The plot stalls out if I don't get this NPC to confess? I'd better spend a Bennie.

In many of these systems, you can also spend your Bennies to gain narrative control. Each point spent lets you add a detail to the setting, improvising some fact or development that is to your advantage in a way that is more flavorful (and flexible) than just another +X to a die roll. It's all about empowering the players. If you had enough Bennies, you could totally take over the game and leave the GM in the dust.

The GUMSHOE system, in a nutshell, is a game where your entire character sheet is nothing but Bennies. It's like starting every session with about 80 Bennies per player, and I find that to be awesome.

Monday, December 24, 2012

Just What I Wanted

Two posts ago, I complained about the lack of examples for certain key Night's Black Agents mechanics: most specifically Tactical Fact-Finding Benefits and Preparedness. In the days since then, Pelgrane Press has announced an upcoming NBA sourcebook called Double Tap. As it turns out, one thing they are planning to include in Double Tap is at least one TFFB example for each Investigative Ability. This makes me very pleased.

I still plan to compile a list of TFFBs of my own (and post them here when I'm done), just to help me get familiar with the inner workings of NBA's most fiddly mechanic. Still, it's nice to know that the powers that be are hard at work on exactly the thing I felt their game really needed.

Overall, the outline for the Double Tap sourcebook looks really sharp, with lots of useful material for players and GMs. The additional Cherries and Thriller Maneuvers in particular seem like a particularly needed expansion, as the existing Cherries are not all equivalent in power or usefulness.  I eagerly await Double Tap's impending delivery via covert brush pass or dead drop.

Friday, December 21, 2012

A Fight Gone Wrong

A few weeks ago, in my Night's Black Agents game there was a fight scene that ended poorly for a character, and it shouldn't have. From my perspective, I saw that a PC made a poor tactical/mechanical decision, that nearly got them killed.  However, the message that at least some of my players walked away with was "wow, this system kinda sucks, and the PCs are really weak". I didn't realize till today, reading the comments to my last post, that any of the players felt this way. It's a pretty heavy disconnect, and I think I need to address it. I'd prefer to do this in person, but we won't be playing again till after the holidays.


How To Succeed At Gumshoe Combat

General advice on how to approach Gumshoe fight scenes.
  • Spend Points. Lots of them. Enough that you never actually have to roll, because even a "1" on the die will still be a success.
  • The goal is to end every fight with zero points left over in your three best General Ability pools. You will almost always have the ability to restore all your points in any three pools between any two fight scenes.
  • The consequences of "wasting" points by spending too many are very minor. The consequences of not spending enough are far more dire. I'll go into more detail on this at the end of the post, but trust me, it's always better to over-spend.


And now for the specifics of one particular scene, and how it went horribly awry...

The Scene

Night's Black Agents is a game about Spies and Vampires.

During the session, a PC got a phone-call from an adversarial NPC who wants to arrange a meeting at the PCs hotel room. The meeting is, of course, an ambush, and the players knew it.  None-the-less, this PC chose to handle this scene by themselves, with no other PCs involved.

The NPC shows up at their door, and the PC looks out the peephole. I give the player a Sense Trouble roll, which he makes, and I tell him that he can tell there's two thugs with the NPC, at the edge of view on either side of the door. The player dithers, tells the NPC to leave because he's not feeling well. The thugs smash the door open, and combat begins.


The PC's Stats

The PC on question is the team's sniper, and thus a bit of a "glass cannon".

His big advantage is 10 points of Shooting, and the Cherry that gives a 3-point refresh per scene. If shooting runs out, he does have 4 Hand-to-Hand points he could fall back on. 

He has the default Hit Threshold of 3, and has only 6 Health, which is tied for lowest in the party. Since he's a player character, he can operate from health 0 to -5 with just a -1 to his die rolls, which is a minor (but risky) advantage over the NPCs.


The Opposition

There's two Thugs plus the named NPC. The thugs have guns, the named NPC has just a wooden stake. The thugs are low-level Russian mafiya goons, and no stranger to violence. The named NPC is a corrupt Russian Orthodox Priest, with exorcism experience. He's got a touch of athletics and plenty of occult, but not a lot of combat skill. The Priest thinks the PC is a vampire, the goons think they're just getting paid to be muscle.

The Thugs are Hit Threshold 3, same as the PC. They have Health 3 each, to the PCs Health 6, but unlike the PC they go down when they hit 0 Health. They have a combat pool of 4 points.

The misguided Priest is very determined, but lacks the skill-set for this kind of work. Hit Threshold 2, and no combat pool to speak of. He does have as much Health as the PC (so twice that of his thugs), but is out of the fight the moment that is reduced to zero.



GM's Game Plan

The thugs will follow the "Opposition Spends" rules on page 52 of NBA. That means they will only use 1 point from their attack pools on the first round, and only escalate beyond that if 1 point per round is failing to get results.

I picture the fight as follows:

Round 1: PC has the higher pool, and goes first. He spends 2 (of 10) shooting, and drops one thug. Since they're at point-blank range, it's literally impossible for the gunshot to not take the thug out, as the thug has 3 health and the PC is doing 1d6+2 damage. The second thug returns fire, and probably hits the PC for 1d6+2 damage. The priest, having never been shot at before, freezes up for a second and does nothing.

Round 2: PC fires at the second thug. They spend either 2 or 3 points (depending on whether or not they are wounded), which would be enough for an automatic hit. Again, at point blank range any hit kills a thug. So, he's down to either 5 or 6 Shooting points left, before he invokes his Cherry and refreshes his Shooting pool back up to an 8 or 9.  At this point, the Priest will no doubt have seen his two bodyguards die bloodily, and will probably bail.

Round 3: The PC either shoots the Priest in the back, or chases after him and knocks him out with hand-to-hand, or decides to just flee the scene before hotel security responds to the sound of gunshots.  The PC is probably wounded at this point, but in no real danger unless something really unusual happens.


What Actually Happened

Round 1 goes as expected. The PC spends 2 shooting, and drops one of the thugs, but then takes a bullet from the second one.  The thug rolls maximum damage (8), leaving the PC at Wounded (-2 Health).

Round 2 is where things get weird. The players are worried because the PC is wounded, and still has 2 foes to fight. They've drawn some inaccurate conclusions about the Priest, and expect him to be attacking this turn as well.

One of the other players suggests the PC should make a called shot to ensure that whoever he shoots goes down. This wasn't really necessary if the PC shoots the thug at point-blank (since any hit will kill him), but it would matter if the PC decided to plug away at the named Priest instead. That would be a tactical error, but the player doesn't know that because they don't know the hit point total of the unwounded enemy.

This leads to conversation about how called shots work. It's kinda fiddly and there's a chart, but it basically works along the lines of "add N to difficulty, to add N-1 to damage if you hit." There were too many people talking at once, and little fiddly details getting mentioned and discarded.

I think in the process, the player of the PC in question got a bit confused. He announced that he was targeting the face of the thug, raising difficulty by 4 to get +3 damage. To hit he would need to roll a 3, increased to a 4 because the shooter was wounded, increased to an 8 because of the called shot.  He then announced, to my horror, that he was spending 2 points of Shooting, and rolled the die. His total was, as probability would suggest, less than an 8 on 1d6+2. He missed entirely.

Naturally, the thug returns fire. I spend zero points on the roll (he'd hit the previous round), but he still only needs to roll a "3" to hit, which he does. I proceed to roll maximum damage again, for the second gunshot in a row. The player is now at -10 health, and thus must make a difficulty 10 roll to remain conscious. Suffice it to say, that didn't happen.

Round 3: The PC is lying on the floor, bleeding out. The thug bails before the cops can arrive.  The Priest is left with a very messy situation on his hands, and is still there when the rest of the party shows up.



What I, As GM, Should Have Done Differently

Prior to the fight, I probably should have more strongly encouraged the party not to split up.  I wasn't too worried, because the PC should have been able to take the bad guys in a couple turns with only minor injuries. Still, if I had kept the group together, this would have been a cakewalk for them.

I should have made the NPCs breaking in the door take more than 1 turn. That I would definitely do differently if I ran this scene over again. If the player had a couple turns to think and act while the thugs kicked at the door, he might have come up with a clever plan, or just gone out a window to escape.

On the first round of the fight, perhaps I should have given the player an explicit reminder of the rules for taking cover, and the rules for invoking Tactical Fact Finding Benefits. Either would have made the fight look a lot less intimidating to the players. Ironically, a less-threatening fight probably would have resulted in the player being more inclined to spend points. It's a little counter-intuitive, but basically by presenting the fight as being a challenge, I inadvertently encouraged the player to horde their points for later rounds. This desire to stash points away in case things get worse later is a fairly common reaction when you haven't yet figured out how Gumshoe really works, and it almost always backfires.

I'm still not sure if I should or should not have told the player: "Don't bother with called shots, this guy will go down with one hit without it".  In this situation, that particular player character option didn't really help at all. Since a two-point spend without a called shot was sufficient to kill the thug, there was no point in using a fancy combat option that raised the difficulty. Some GMs would be inclined to help the player out here, and others tend to keep the bad guys HPs (etc) secret or leave strategy up to the players. I was on the fence, and could have gone either way.

At the very least, I should have taken better control of the table so we weren't all bombarding the player with different bits of rules detail. I think we overwhelmed him.

Certainly, if I'd processed that he was only spending 2 points before the die left his hand, I would have encouraged him to spend more.



Not my best moment as a GM, but not game-breakingly bad either.  I've fumbled worse before, and will likely do so again at some point.



Arguments In Favor Of Spending More Points





Not convinced that it's better to spend your points now then save them for later? Here's some rambling arguments to support my position:


Refreshing pools is easy, so there's no need to save points. Most NBA characters have some sort of Cherry that lets them refresh 3 points in their best skill, once per scene. Even without that, if you get an hour's peace and rest between fights or chases, you get a full refresh of any three General Ability pools. That's a standard rule in Gumshoe. If 24 hours go by without a fight or chase, you'll refresh all your General Abilities. If you accomplish a major success that wraps up an "Operation", you can expect for the whole party to refresh everything.  It should be very rare that you go more than one session without a refresh of some sort. You can routinely drain three entire Abilities per major fight or chase scene without suffering any long-term consequence.

The secret of Gumshoe is that it is actually a diceless system. Rolling the die should be the thing you do only when you're out of points. Anything worth doing is worth spending enough points on that you auto-succeed.

The point of Gumshoe is avoid the narrative collapse that can happen in normal systems when a bad die roll derails an investigation. The GM wants you to solve the mystery, so the rules ensure that you can't accidentally fail it because the dice suck. The same logic applies to combat rolls as well. The GM wants you to win the fight, and hates to see you fail just because of a bad die roll.  If you spend lots of points, the die roll won't matter.

Gumshoe is not d20, you're not going to have to make dozens of attack rolls per battle. Most foes will go down in one or two gunshots.  You don't need to hold back points in case the fight "goes long". You need to spend points early so that your victory happens quickly and decisively.

On a related note, if some NPC in NBA doesn't die after the second gunshot, that almost certainly means they are a wickedly-powerful supernatural entity and your guns won't save you. Time to flee. Come back later with holy water, lots of explosives, and the element of surprise.

If that sounds like gunfights in Gumshoe (especially NBA) are intentionally lop-sided, you're getting the picture.  It's intentional. Long drawn-out fights are bad, and generally a sign that the players should have fled several turns ago. If you can win, you'll do so very quickly.  By turn 3 of any battle, you should either be mopping up the stragglers of your obvious victory, or running for the exits because your life depends on it.

If the PC in our scene had spent 4 more points on his second roll, he would have killed the second gunman and thus won the whole fight. Instead, he saved himself 4 Shooting points but "paid" 8 health instead.  As this left him with 6 Shooting and -10 Health, it was not a good trade.

The consequences of "wasting" points by spending more Shooting (for example) than you needed to on early rolls is fairly minor: in some later turn you might have to take some action other than shooting. You might use hand-to-hand to keep fighting, or athletics to escape. You might take cover, and let some other PC do the shooting for a while. These are pretty minor consequences.

The consequences of not spending enough points on a Shooting roll is usually that you miss, and then you get shot later that round or the next when your foe survives to counter-attack.  That is a far worse consequence then wasting a point here or there. It does you no good to hold back 2 points of a skill "for later" if not using them right now gets you killed. You can't spend those extra 2 points after you die, so you might as well use them this turn instead.

Tuesday, December 11, 2012

Night's Black Examples

I've run two sessions of Night's Black Agents so far, and I'm really enjoying the game. One of the area's where Night's Black Agents (hereafter called NBA) is really strong is in the mechanical additions to the Gumshoe system. The new rules take the game system in entirely new directions, and, as always, Kenneth Hite's writing is quite clever. However, he in a few places he failed to provide enough concrete examples to fully utilize some of the groundbreaking new rules.

In this post, I'm specifically talking about Tactical Fact Finding and Preparedness, though the general "not enough examples" complaint can be applied to other parts of the otherwise-delightful rulebook. Tactical Fact Finding is a new mechanic, while Preparedness has been around since the very first Gumshoe product and is simply dialed up a little in NBA.

Both of these mechanics allow for players to cut corners during the planning stage and ret-con in surveillance and preparations. In theory this should seriously reduce time wasted micromanaging details or arguing over what the correct course of action is. In practice I'm finding the players still demand all the details and take several hours per session trying to work out the perfect attack plan. More and better examples of allowable spur-of-the-moment ret-conning to point the players at would be one way to encourage them to speed themselves along and not sweat the small stuff.

Even more importantly from my perspective, however, is the degree of GM fatigue and GM fiat that could most certainly be reduced if they only had better examples for these two mechanics. They're not the most radical rules in the book, which is probably why they got under-exampled, but they are rules that will require a lot of GM improvisation and possibly some house-ruling.

Tactless Facts about Tactical Fact Finding Benefits 

While I love the concept of the TFFB (Tactical Fact-Finding Benefit), I find the execution to be a bit incomplete and even vague. In a nutshell, a TFFB is a bonus that the players get during a fight or chase by using their Investigative Abilities. This is an awesome concept that really catches the feel of clever spies fighting smart and dirty. However, it's so open-ended that there's just not much guidance for the GM, and I find myself raising a critical eyebrow at that.

For starters, the actual benefit could be just about anything. The rules list 5 general categories of benefit, and sheepishly suggest point-ranges for the three categories that have something to do with bonus points. The numbers are pretty vague, a TFFB for a group of 4 players could render anywhere between 4 and 24 points if I'm reading it right. Those points could come in the form of a group pool, individual refreshes, reductions in enemy point pools, or reduction in difficulty numbers - and lets not kid ourselves about those categories being 1-for-1 comparable.

There are 35 investigative abilities in the game. Some, like Architecture or Military Science, are really easy to imagine how they'd be helpful in a fight or chase. Others, like Accounting or Forgery, are difficulty to dream up tactical uses for, on the spot, after the bullets have started flying.

That is, by the way, exactly what you're supposed to do: improvise these on-the-fly based off of player actions. Each individual player may invoke one of these per combat round, so even if the GM preps a half dozen between sessions, they'll quickly have to start improvising.

Creating a TFFB involves defining 5 very open-ended variables.
  1. An investigative ability (from the list of 35) chosen by the Player. Everything after that is up to the GM.
  2. Whether or not the player has to spend a point of that ability to get the benefit. 
  3. An action or situation that is somehow linked to that ability and the scene at hand. 
  4. A benefit of one of five general types (or something new the GM dreams up). 
  5. The intensity (point-value) of that benefit. 

 I'm sure they are so open-ended, vaguely defined, and situational on purpose. No doubt that is intended to be a benefit here. The experienced GM can make up whatever they want, as long as it corresponds to the skill the player chose. This can be really simple, if your players are always grabbing the same couple skills or generally under-using the mechanic. If they are instead trying to get the most out of these potentially very powerful bonuses (and they should be), they can really put the GM in the hot-seat.

Some d20 book in my collection (quite possibly the 3.0 DMG) made the then-remarkable assertion that any unusual situation or circumstance that could modify a roll could be represented by a simple +2 or -2 instead of trying to compare and rank the details. If there's seven different factors at play, 4 good and 3 bad, you'd throw +8 and -6 at them, for a net bonus of +2 and be done with it. Quick and easy. Warhammer 3rd went one step further by using white and black dice that were every bit as easy to pile on to a roll, but didn't automatically cancel each other and you could get more nuanced results. Why does NBA, a game using an engine that is far less fiddly and crunchy than either of those two games, have such a completely inelegant system for handling these benefits? It boggles my mind. It is, admittedly, kind of cool and very immersive, but it's also uncharacteristically fiddly.

I've got 6 players at my table, so in theory I could have to come up with 6 of these things per combat round. Frankly, that sounds fatiguing. I would gladly pay money for an entire sourcebook (or even a deck) full of examples of TFFBs that I could use or riff off of. Instead the game gives a mere 4 examples, 2 of which are not generally reusable.

Unpreparedness 

Preparedness is a General Ability that can be used to acquire equipment the moment you need it. Need a tracking device in a hurry, but forgot to tell the GM you wanted to bring one (or honestly didn't think about it at all till right now)? A successful preparedness roll puts the device in your pocket retroactively. This is a standard of Gumshoe games.

NBA adds the extra wrinkle that you can use Preparedness to ret-con in an entire spy cache of useful equipment. If you need a large number of items, but aren't in as much of a hurry, you can make a roll to access a storage unit, safe house, or safe deposit box full of stuff that you'd stashed away months ago. The difficulty of this roll is 6, and it essentially allows everyone in the party to each name an item that's in your stash.

Could that stash have a suitcase nuke, or a wrist-watch with a hidden laser? That's up to the GM. Are guns allowed, or just the miscellaneous tools mentioned specifically in the base preparedness write-up? Again, that's up to the GM. The only guidance given here is that a maximum of one item per cache can be a vehicle. While I'll gladly agree that the most outlandish items should be subject to GM veto, nowhere in the book does the game give any solid advice on what is or isn't a legitimate request from a cache, or what the difficulty of high-powered gear should be outside of a cache.

The equipment section of the game is about a dozen pages, and yet manages to almost completely avoid mention of Preparedness. The new GM is left without any guidance, and players basically have to read several pages only to conclude that all equipment is gained by GM Fiat. What's the difficulty to pull a grenade out of my backpack? 3? 4? 5? That's entirely up to the GM - even though pulling multiple grenades out of a Cache is (almost-clearly) difficulty 6. How fancy can that one vehicle per Cache be? Again, that's up to the GM. Shouldn't this sort of stuff have been on an equipment chart somewhere?

What really bugs me about this is that the book includes this nifty set of icons that are used repeatedly for tweaking mechanics to match which ever subgenre of spy-film you're trying to emulate. Preparedness is exactly the sort of mechanic that should be tweaked depending on whether you're running "Dust"-mode realistic spies or "Stakes"-mode over-the-top cinema. So if the excuse for not providing guidance here can't be "we don't want to dictate to the GM what kind of game to run". If you're already encouraging the GM to pick-and-choose which rules subsets to use, then you can only gain by providing suggested examples to go with those subsets. It seems like an oversight to have not given Preparedness a little more per-mode attention.

The Plan: 

Venting to the internet may make me feel a little better, but it rarely improves the external reality. It's not like I hate the game, either. I'm really enjoying it, I just wish there were more useful examples provided for these specific rules. The Conspiramid and build-a-vampire rules, for example, are chock full of really useful examples, even though the everyone at the table will interact with those systems far less often than with the TFFB and Preparedness mechanics.

The obvious solution is for me to go to work dissecting and building examples of my own. Keep your eyes open to this blog, and eventually I'll probably have "Night's Black Examples part 2", hopefully with a few dozen TFFB examples and maybe some Preparedness charts for the four main game modes.

Friday, February 3, 2012

Continuum Conversion Overview

Just got an email from someone asking me for a few more details on my Continuum-using-Gumshoe conversion. As I typed up the response, I realized this should probably go on my blog in case anyone else wants to know what we changed to make this setting work with a different set of rules. (I think I typed something like this up a while ago, but I couldn't find it with a casual search today).

Mainly I use GUMSHOE rules, modified as needed for the setting. Here's a few things I changed that I can think of off the top of my head:

I cut the size of player character point pools down significantly (building characters from far fewer points in general than any iteration of GUMSHOE), but then made all pools refresh automatically at the start of every session. That way there's no need to remember from week to week how many points you spent in previous sessions. I figure CoNTINUUM has so much book-keeping via spanbooks and just general time-travel-related notekeeping, that I didn't want to have to waste extra effort and energy recording how many points are left over from last week.  The smaller pools are to balance that.

Off the top of my head I don't remember exactly how many points I trimmed them down to, but I've frequently thought I could have trimmed them down a lot smaller than I did without any real consequences. Gumshoe characters get so many points, since the refreshes are only at the start of entire new mysteries/adventures, and with weekly free refreshes they only need a handful of points to advance the plot. If you trim it down too far, it's pretty easy to give the PCs bonus points later, or just let them train skills via normal Continuum training over time rules. Taking points away mid-campaign because you were too generous at the start would be rather harder.

In general, I found/ruled/converted that each Continuum skill rank above Novice is roughly equivalent one point of Gumshoe skill rating. I use 'clocks' more or less like they appear on the Continuum character sheet - each spend or roll of a skill gets you 1 step closer to the next level. If a character has no points to spend but engages in a roll anyway, they also get a clock in the skill, so it's possible to advance in a skill that you don't have or have spent all your points in already. It's not perfect, but it works well enough.

I had to add a couple of skills to cover things specific to Continuum, such as the various Aquarian Skills, and a few "better at spanning" skills to compensate for the lack of a Quick stat. 

I made Gemini into a skill you could spend to have your Elder bail you out, which allows me to throw harder challenges at the player and still give them an "escape switch" for if I overdo it. These Gemini points go away when spent, and only refresh if your Span Rating increases. I did something similar with "Mentor" and "Fraternal Favors" so each PC started the campaign with a couple of "my Mentor shows up to save me" and a handful of "my chrony in the (insert specific fraternity here) owes me a favor that I can cash in right now' points. This gives the PCs a bit more narrative control than they would otherwise have in Continuum, but that's balanced by being Graceless (thus unable to spend any of those points because of too much frag, etc) feel more dangerous.

I also added a "Range" skill, of which all players have 50 points. Spending 1 point of Range lets you span a certain amount of time and/or distance, depending on your Span Rating. This was done partly to match other Gumshoe mechanics, and partly to reduce the amount of time spent calculating the exact minutes and seconds of shorter spans - while knowing your exact Age to the second is important from an in-character performance, we found it was getting in the way of keeping the plot rolling, and Range points helped make that faster. Full details at: http://transitivegaming.blogspot.com/2010/10/extreme-range.html

Besides adding things like I mentioned above, I simplified the gumshoe skill lists a bit. Most versions of Gumshoe have more crime scene forensics and evidence collecting type skill than Continuum really needs, but you may have to "season to taste" on that. There's a really light Gumshoe book called "FEAR ITSELF" that I recommend for this. Intended for less "CSI" style Gumshoe games, it has a smaller investigative skill list. It also has some good psionics-type skills that can be easily converted to represent your Aquarian Skills by just cutting out the creepy cthulhu bits.

I use Stability per Esoterrorists / default Gumshoe, and not any of the extra bells and whistles (sanity, sources and pillars, etc) from Trail of Cthulhu. I also added Continuum-specific Stability challenges/penalties, an early version of which can be seen at: http://transitivegaming.blogspot.com/2010/10/stability-chart-for-gumshoe-continuum.html   

Time Combat is basically the same, but with various Gumshoe spends and rolls instead of Continuum's reliance on the Quick stat. Incidentally, that seems to have made time combat a lot more balanced, whereas before it could be really hard on characters that were created with lower-than-average Quick. 

Physical Combat is much easier because Gumshoe is not a combat-intensive system. I was a little worried about that at first, but honestly it's turned out just fine. Continuum's weird hit location rules were way crunchier than the original game needed, anyway. One thing to be wary of is the Gumshoe rules for wrestling over a gun or getting the drop on someone. It's just too easy to surprise someone in Continuum (span in behind them), so I had to eliminate that or else every fight would be a single roll.

Obviously, that's not everything I converted to make this game run, but it's a good place to start, and about all I've got time for today. If you've got questions, drop me an email or comment.

Tuesday, October 19, 2010

Stability Chart for Gumshoe Continuum

My Monday and Wednesday game is a Continuum campaign, but using the Gumshoe mechanics. Which meant that I incorporated stability from Gumshoe, but had to come up with values for stability losses for all sorts of Continuum-related scenarios such as the Time Combat Stratagems. Here's the modified version of the Stability chart that we use for that campaign.

Most entries come from the Trail of Cthulhu or Esoterrorists rules, duplicated here without permission. You would need one of those books, plus the Continuum rulebook, to use the following. I'm listing it here to save some work for other GMs that might want to try out a Gumshoe/Continuum hybrid game.


Incident Stability Loss
You Frag someone (Accidental or deliberate) 1
Reveal to a friend where and when you Hide 1
View a particularly shocking work of art 1
A nasty argument or social drama, unexpected stress 1
You see a fresh corpse, or witness a killing 1
Fragged (Accidentally or unknown cause) your Frag total
Dream Haunted 1d6
Isolated by 3 or more foes 1d6, plus effects of fragging
Attacked with evident intent to do serious harm 2
Car or industrial accident imperils you 2
Witness to acts of torture 2
Unexplained phenomena and sensations 2
Caltrop Stratagem foils and frustrates you 2
Fragged deliberately by an enemy 2 + your Frag total
Attacked with evident intent to kill 3
You kill someone in a fight 3
Reveal the time and place where you Hide to an enemy or rival 3
Harbinger threat made good against you 1d6+2 initially, subsequent efforts just 3
See a particularly grisly murder scene, accident, or battlefield 4
Learn a friend or loved one has been violently killed 4
Invitation To Dance 4
Attacked by a friend or loved one 5
Committing murder or torture 5
You Fragged someone to Lost Cause or worse 5
Unnatural and threatening phenomena - witchcraft, haunting, etc 5
Learning of your own death via Iron Man 1d6+4
Fragged deliberately by a friend or loved one 5 + your Frag total
Discover the corpse of a friend or loved one 6
Tortured for an hour or longer 6
Spanning for the first time 6
Attacked by a T-Rex or Alien 8 minus your Span, to a minimum of 3 stability
You see a friend or loved one killed 7
You see a friend or loved one killed in a particularly gruesome manner 8
You kill a friend or loved one 8
Fragging a loved one out of existence 9
You witness your own Elder death 9
Realizing you are a Lost Cause 9
You witness your own Junior death! 8 + your Frag total (so, 10 at least)

With the exception of the modified chart, we use the Stability rules from Esoterrorists, as opposed to the more complicated Stability-and-Sanity rules from Trail of Cthulhu.


Looking over the chart, I realize that I probably need to add an entry for when someone is rendered Graceless. Having that happen to you is probably worth a 2-pt to 4-pt test. Hasn't happened to PC in my game yet, so I hadn't considered it.

Hmm... I could probably reorder that a bit. In general, it's in order from least impactful to most devastating, however, the way the  d6 for Isolate is added to whatever other fragging stability loss happens, making it a lot more potent than it's placement on the table would suggest. Most typically, frag loss from an Isolate is going to be at least 5 points and could easily hit 10. 1d6 + 2 + Frag total, at least. That's why the narcissists call us The Swarm.

Thursday, October 14, 2010

Extreme Range

The Gumshoe game I just mentioned is actually a hybrid. It uses the Continuum time-travel setting, but with most of the Continuum rules replaced with Gumshoe rules. Which meant I had to convert certain elements. In the post below is an example of a sub-system I converted to be Gumshoe compatible.

Range

When we say Range, we're not talking about how far a gun can shoot. Range (and it's always capitalized) means how far Up or Down you can Span. It works a lot like a Skill, in that you can Use or Spend it.

A Use of your Range is a trivial hop. Each Span Level indicates what sort of jumps are trivial. For a Span One PC, that includes any teleport of less than an hour Up or Down, and less than a mile in distance. If you're going further than that (in any direction or dimension), it's going to have to Spend a point of Range.

All characters have 50 points of Range, and can spend from 0 to all 50 of them in a single jump.
For a Span One, a point of Range will let you Span to any place on Earth, or up to one Week futureward or pastward. You can span more than 1 week, by spending multiple points - you can get just under a year by spending all your Range at once.

The Second, Third and Fourth Maxims dictate that you should only span to places that are safe, and known to you. As a Span One, this is your greatest limitation. Later, when you know more Spanners, it will become easier to find a safe harbor.

The limitations of spanning (by Span Rank) are summarized on this chart.

Span Rating Range Pool Trivial Span 1 Range point Spans Mass Limit
Span One 50 1 Hour, 1 Mile 1 Week, Anywhere on Earth Self + 10 lbs
Span Two 50 1 Day, 10 Miles 3 Months, Anywhere on Earth Self + 100 lbs
Span Three 50 1 Month, 100 Miles 2 Years, Anywhere on Earth Self + 1,000 lbs
Span Four 50 1 Year, 1,000 Miles 20 Years, Anywhere on Earth Self + 10,000 lbs (5 tons)
Span Five 50 10 Years, Anywhere on Earth 200 Years, To The Moon Self + 100,000 lbs (50 tons!)

Examples:
  • A character spans one hour into the past, but stays in the same place. It's trivial, and costs no Range.
  • A Span One PC spans Up one hour, then realizes they'd really wanted to go Down. So, now they span Down 2 hours to get when they'd wanted. The first (1 hour) span costs no points. The second (2 hour) span costs 1 Range. Had they been a Span Two (or higher rank) both jumps would have been free.
  • A character spans Level, from New York to Tokyo. If they are Span Four or lower, it costs 1 Range. If they are a Span Five, it's considered a Trivial Use, and costs no Range.
  • A Span Two in Dallas jumps 1 year into the future at Prague. It costs them 4 points of Range, plus 1 point of Range for exceeding 10 miles. They spend a total of 5 points of Range.
  • An Exalted Span Five leaves Atlantis in October 12969 BCE. They spend all 50 range points, and arrive at some friendly corner around 3,000 BCE. If they invoke their Second Wind, they'll be able to get Up to the hour of Inheritance for another 26 points or so.
For self-destructive ways around those limitations, see Exceeding your Range.


Thie above came right off the website we set up for the game - we have a big wiki we use as campaign log and rules database.

Comparison
How the above is functionally different than the default Continuum Rules:
  • Less paper-work and bean counting. Vanilla Continuum expects that if a PC were to span back and forth repeatedly between two events, each time they would meticulously calculate how many days, hours, and minutes they were crossing and keep a running tally to the second if need be. It's kinda anal, and involves way more math than you want to be doing in the middle of a tense scene. In my Range system, they'd use less precise numbers to gauge how many points it takes to travel between the two events, and not worry about whether some jumps were a few minutes longer than the others.
  • Span Ones get shafted just a tiny bit. Instead of going 1 year, they can only go 50 weeks. I was worried this was going to be a big deal when the campaign started, but in practice it only came up once or twice before the PCs reached Span Two. It's fairly rare that anyone burns through all 50 Range points in a three-hour session, and doesn't have a Second Wind or Mentor around to help them out.
  • Span Twos, by contrast, get a small boost. 3 months per Range point equals 150 months, which is nearly 3 years further than they'd be able to travel under the default Continuum setting. Not so much extra as to break the game, but a nice bonus to the "level" that characters will probably spend the most Age at.
  • Range points refresh at the start of each session, and when invoking the Second Wind rules. The later is a bit like in default Continuum, where a good night's rest will replenish you, but in general you'll be spanning a much shorter overall distance per session in this system. This further constrains the PCs, but at the same time it eliminates the weird logic flaw where the original game rules demand that Span is not regained during a Time Combat. In this system, Time Combat does not exist within it's own bizarre bubble of arbitrary physics for the sake of plot. Suspension of disbelief is thus a little easier.
  • Trivial spans are a way around the restriction of only refreshing per session. If you really need to get somewhere this session, you can do it with baby steps. Yeah, you can get there "faster" by making a single large jump, but slow and steady will eventually win the race. This is a good compromise to cover the faster depletion of Range. It can also lead to some good role-playing as exhausted, fatigued PCs are restricted to shorter teleports. When the PCs are pushed to their limits in this system, they really feel it.
  • Less math and paper-work. Did I mention that already? I'll do so again to stress how important this is. It's huge. I think it was key to making the game playable this past year (and still going strong).

Gumshoe Points Per Session

For the past year, I've been running a Gumshoe game with one really major house rule: All the skill pools refresh automatically at the start of every session.  It's a simple change, but made the game a lot more enjoyable.


With this rule, there's no need to track from week to week how many points you have left/available in Chemistry (or whatever other skill is critical to the task at hand).  I've found this does a great job of simplifying things, and freeing up the players to actually use their points.  There's less book-keeping, and as a bonus players spend less time and energy agonizing over mechanical decisions.

In straight Gumshoe without this house rule, I tend to see players hoard points. Usually, they start out the campaign spending freely, but eventually they burn a point on something frivolous that turns out would have been really helpful 2 sessions later. After that happens once or twice, the players hoard their remaining points for weeks on end, then wrap up a scenario with tons of unspent reserves. This is far from ideal, and tends to just leave everyone feeling like the game didn't quite come together.

My houserule nips that problem in the bud, and gets the game rolling. Players feel empowered to spend points at any time. The result is characters that feel highly skilled, proactive, and very competent. As soon as they've identified a problem, they're already on top of the solution. I happen to like that.

Of course, this freedom to spend the points without drawback, means that PCs need a lot fewer points. Default Gumshoe (Trail of Cthulhu or Esoterrorists) give the PCs 60 to 65 General Points and 16 to 32 Investigative Points, for a total of around 80 or 90 points.  I gave my PCs in the current campaign less than half that, a total of just 32 points each, split between the two categories, with lots of other restrictions on top. In hindsight, I could have trimmed that even further, probably down to 25 points per character since it's a low-combat campaign and our sessions are only 3 hours long. 

Friday, March 19, 2010

Core Clues ported to Savage Worlds

This started as a short tangent in my last post* (about using Gumshoe's "Core Clues" in Warhammer FRP), and grew long enough to need a post of it's own:

When I was running Savage Worlds on a more regular basis*, I borrowed from Gumshoe and set my difficulties for clue-gathering at a 2, usually with some added bonus/benefit if the PC got an 8+.

Didn't matter if it was an interrogation using Streetwise, or search involving Notice, the only way you could fail was by getting double 1's, and choosing not to spend a benny on a reroll. That way, the PCs either got the clue, or I was given an opportunity to narrate how some ridiculous blunder or bizarre coincidence kept them from getting the info they wanted.

It sounds better than it actually plays, unfortunately. I've found that some Savage Worlds players horde their bennies and only expend them in combat. Which means that in practice, there's still some danger of things stalling out because of a bad roll. It's still better than failing to get the clue because you rolled a "3" on a d8 and a d6, but not as much better as I'd imagined it to be. And should someone be so unlucky as to roll the critical failure, spend a benny and get a second critical failure, then you're adding insult to injury.

*: Link to the post using on "core clues" in Warhammer FRP
**: I'm still running my Savage Worlds fantasy game whenever my wife and I go visit our friends in Portland, but that only happens 4 or 5 times a year, so I hardly call that "regular".

Core Clues ported to WFRP

GUMSHOE has a concept called "Core Clues", clues that are so vital to the plot that you literally can't miss them. Whatever else you think of GUMSHOE, there is something very nice about knowing that a fluke bad die roll can't derail the plot and make the players spin their wheels for hours without a lead.

Let's face it, even when players get all the clues without the dice ever hosing them, there's still a good chance they'll misinterpret those clues, chase a red herring or accuse the wrong NPC, argue with the other players, or decide "my character wouldn't try to solve this mystery or pursue that clue". We've all seen situations where some player gets a wild idea and runs off tilting a windmills. What the GM thinks is crystal clear, turns out to be opaque to the players, and now he has to improvise some windmill stats. :)

Today, at the FFG forums, someone was asking about search checks in WFRP 3rd Ed. They were converting a 2nd Ed adventure, that relied on a lot of "A difficult search roll will reveal..." statements. I started typing up a reply about how it all depends on the nature of the clue. That if it's vital to advance the plot and make sure the players have fun, you should just give it to them automatically, but if it's a roll to find some treasure that's not a needed McGuffin, then dice are appropriate.

As I was typing that reply, though, I realized that the mechanics of WFRP are actually perfect for the whole "core clue" concept. You could make all (or the most vital) clue-gathering rolls succeed automatically, not even need a single success to get the info. Then, you just come up with some fun benefits for Boons, Sigmar's Comet or the "triple hammer line", and some nasty disadvantages for the Banes and Chaos Stars.


Here's an example of how it might play out:

The PCs are searching a nobleman's personal library, trying to see if there's any damning evidence of his guilt in some previous crime. The GM has decided that yes, there's some personal correspondence with his co-conspirator tucked behind some books. Without this bit of info, the players are unlikely to call out the nobleman, and will probably never connect the dots to the co-conspirator. Instead the game would bog down as they argue amongst themselves about whether or not he's guilty.

So the GM decides that any search roll will find the main clue, that being the letters behind the book on the shelf. However, a roll of Observation + Int is still called for, with the following possible effects based on the other symbols rolled:
  • Boon: You also find a loaded pistol resting out-of-sight and above your head on top of the same shelving unit. Taking it would be theft, but it would also prevent the sinister nobleman from using it against you later.
  • Bane: The household servants overhear your search, or notice that you've moved things around. This raises their suspicions of you. Any social rolls vs the staff or residents of the manor are now penalized by 1 misfortune die.
  • Chaos Star: The nobleman himself comes home early and walks right in on you. Everyone in the scene takes a point of Stress. He knows you're on to him. Since you've been ransacking his office, he'd be in his rights to grab the pistol from above the shelf and arrest or shoot you. It'd be foolish and dangerous, but within his rights as a nobleman, so depending on how many PCs are present, he just might do it.

Friday, February 26, 2010

GUMSHOE, from the other end of the table

I've been running a fair amount of GUMSHOE lately, but in two recent sessions at my weekly one-shot group, I finally got the opportunity to play the game. It was really neat to see the system from the other end of the table, and I think the experience has already improved my GMing of GUMSHOE.


My most important advice for GMs new to GUMSHOE is this:
  • Whenever possible, ask the players "Do you have any relevant skills?" or "Would you like to spend a point of something for a breakthrough?", instead of "Does anyone have a point of Anthropology?"
Phrasing it in the open-ended way engages the players better, coaxes them into problem-solving mode, and makes them more familiar with their characters.

Naming the skill, and phrasing it the "You need Skill X, does anyone have X?" way makes the game feel more stilted, and provides the appearance of railroading, even if there isn't any. It's a seemingly-minor presentation difference, but it has a fairly significant impact on the way it all comes off to the player.

Plus, by leaving it open for the players to pick the skill they think will work, it opens the door to the players coming up with something the GM hadn't even considered. If they have a cool idea for how to pump someone for information using First Aid, when the scenario called for Reassurance, everyone benefits from that improvisation.

In the case of the two-part scenario that John ran at Emerald City Game Feast recently, for the first session, he was using the "laundry list" approach, saying things like "Geology or Biology would be helpful here. Does anyone want to spend a point in them?" It was just okay, fun but not exceptional. In the second session, he was being more organic, less mechanical, and very flexible, and it really made the game come alive. I had great fun playing last night.



My best advice for people designing GUMSHOE modules is this:
  • Go back through your work, looking for every situation that might come up that where a Stability test or a Sense Trouble roll might come up. In each such situation, determine the difficulty of those rolls, and then put that information in a really obvious sidebar that is impossible for the GM to miss.
When you're in the middle of a scene, building tension or narrating action, it's really easy for the GM to completely forget those things (Stability tests, especially) and skip past them. As GM, you really don't want to break the scene to have to go look at a chart and make a judgment call. You need the information right at your finger tips, with a big box around it to make jump out of the page and get the GMs attention. The GUMSHOE rules are light on purpose to keep the narrative flowing. When you make the GM break open the rulebook to look up something obscure or hard-to-guesstimate, you undermine one of the strengths of the game.


The module he ran was The Black Drop, a Trail of Cthulhu adventure set in a remote location, with a multi-national cast of PCs. If you're interested in reading my feedback comments intended for the module's author, follow this link. It has a few spoilers, though, so is probably not a good read if you plan to play the module.