Ask The Readers: What are your thoughts on the GUMSHOE system?
Recently I have thought about running another horror campaign this fall/winter and two of the games I am currently considering are Esoterrorists and Trail of Cthulhu from Pelgrane Press.
Both games are using the GUMSHOE system, that focuses on investigative scenarios.
There are two kinds of skills in Gumshoe: Investigative Skills and General Skills. General Skills work much like skills in any other system. When you perform an action, you roll the dice and the result tells you if you have succeeded or not. Investigative skills never fail. When you have the right skills and if you can put them to proper use in a given scene you get the clues. Aside from that, Gumshoe is a pretty standard rules-light roleplaying system, but the automatic successes for Investigative Skills is what sets it apart.
I have to admit this sounds pretty interesting on paper but alas I haven’t been able to try Esoterrorists or Trail of Cthulhu out yet. So, I am asking my players if anyone has already played any GUMSHOE game and if he or she could share the experience with us. Does the system work as advertised? Or does the system make clue gathering too easy?
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I own, but have not yet played Esoterrorists. I really like the heart of what the GUMSHOE system attempts, but I feel it is lacking in one department: resource management. There is nothing stopping every character from just running down their list of skills for each scene (except maybe social contract and the occasional GM-enforced time constraint.)
My proposed ruling is this: During an investigation a character can only have one major discovery per skill–if you have purchased the skill multiple times, you can use those extra uses to get more info (as per the rules) or you can budget them for additional uses during the investigation. Once you have used all of your major breakthroughs with a skill, you can only get rudimentary knowledge (the sort of stuff I would give away in other systems without a skill roll.)
With this ruling, a player has to decide when using a particular skill will have the most impact. The GM should not penalize a player for using a skill at an inopportune time–keeping with the core idea of the game, using a major breakthrough grants the character full disclosure of the sort of information a skill would confer, but this information might not be the most useful (or, like losing a D&D 4ed skill challenge, might lead to further complications such as false leads or a longer string of witnesses and evidence that has to be traversed.)
The trick with this, as GM, is not painting the investigation into a corner that it can't get out of. Maybe that defeats the purpose of the game system, though?
.-= DeadGod´s last blog ..Zombie Metrics =-.