GUMSHOE Sale on RPGNow

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Category : Gumshoe System, News, Reviews & Culture, Other Systems, RPG

logogumshoe I just read about this on Simon Rogers’ LiveJournal blog:

All of our GUMSHOE PDF products are on sale over at rpgnow.com at a 15% discount until 19th March. Our average rating over 22 reviews is over 4 out of 5. So that’s Trail of Cthulhu, Mutant City Blues, Esoterrorists and Fear Itself. Get them while you can!

I just LOVE the GUMSHOE System, and so I took the opportunity to get the Esoterror Fact Book for just $12.71! If you haven’t done so, you should at least consider getting the core rulebooks for Esoterrorists, Trail of Cthulhu and Mutant City Blues. They are definitely worth it!

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Torso Murders

Category : Advice, Feature, Gumshoe System, Other Systems, Props, RPG

Warning! This post may contain some minor spoilers for the Trail of Cthulhu introductory adventure .

TORSO cover The Trail of Cthulhu introductory adventure which you can find in the back of the book is actually based on a real series of crimes that have been committed in Cleveland. After I’ve run the first half of the adventure I then decided to get the book that Ken Hite obviously used for research on the case.

The book called “TORSO – The Story of Eliot Ness and the Search for a Psychopathic Killer” by Steven Nickel is recommended reading for everyone interested in running this adventure. Not only does it give you additional background information on the US in the 1930s, Cleveland and the case itself, but the information about the persons working on the case, the suspects and the victims might help you to flesh out the NPCs. The middle section of the book even contains a few photographs that would make perfect handouts for your game. If I ever run the adventure again for a different group, I will probably create a file consisting of the handouts contained in the ToC rule book, the photos from the Steven Nickel book and some mock-up newspaper clippings.

Torso Murders Map I have to admit that I regret not having bought “TORSO” earlier since my descriptions of some persons and places is quite different from the real deal, so I can’t use the photos anymore (at least not without contradicting myself).

I’ve also found a great high quality map of Cleveland especially created for the adventure which contains photos, handwritten notes and more. You can download the full 4 MByte version of the map here. I don’t think printing it on a regular printer might do the trick, but if you find a copy shop that can do prints in DIN A3 (or a similar format) the results should be much better. The map is very detailed and will help the players to get a better feeling of the area where the murderer dumped his victims, which has some significance to the plot.

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My experiences with “Trail of Cthulhu”

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Category : Gumshoe System, Just my two cents, News, Reviews & Culture, Other Systems, RPG, Random musings

Trail of Cthulhu coverAs I’ve written in my “Happy New Year” post just a couple of hours ago, we played “Trail of Cthulhu ” tonight. And it was a blast.

We had a lot of fun and even though I never ran any Gumshoe system game before, it went without a hitch. Alas my players didn’t manage to solve the mystery of the "”torso murders” before we decided to call it a day, but they are all eager to find out who killed all that people and what causes these strange phenomena in the slums of Cleveland.

And not having to make any checks on investigative skills really is a godsend. Playing with almost no skill checks all evening felt a little weird in the beginning, but it actually worked quite well. After a few hours into the adventure we really didn’t think much about it, it felt just natural to us.

There even was a short fight when the investigators defended themselves against one of the suspects. The combat rules in the Gumshoe system are very simplistic but serve their purpose well. And because of the simplistic nature of the combat rules, combat didn’t feel detached from the rest of the game at all. I wouldn’t use the Gumshoe system for any combat-heavy game but it works well in the given setting.

The adventure I am running, “Kingsbury Horror”, is from the back of the core rulebook and a perfect introduction to both the setting and the game. It features a lot of weird phenomenon but it’s actually not a full-blown Mythos story, so the GM can use it to ease the players into the setting. What really makes the story of the “Kingsbury Horror” so disturbing is the fact, that the premise of the adventure is based on a true crime.

Ok, it’s after 4am right now, and I really should go to to bed, so I think I will conclude my post about my experiences with ToC now. If you have any questions to ask or thoughts of your own to share, feel free to do so in the comments below.

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Happy New Year

Category : Gumshoe System, News, Reviews & Culture, Other Systems, RPG

New Year’s Eve is upon us and as last year I have invited my gaming group to try out a new game. This time we are going to play “Trail of Cthulhu” by Pelgrane Press.

This is actually the first time I am running a game using the GUMSHOE rules and I wondering how it will turn out. Aside from being pretty rules-light, you don’t need to roll on investigative abilities in that system. All clue-gathering skills succeed automatically. Which removes the old problem that the players have a hard time solving the mystery, because of one or two failed skill checks while gathering information.

If you want to learn more about the GUMSHOE system, you definitely should check out the interview I did with Robin D. Laws in September.

I will now return to my preparations of tonight’s New Year’s Eve party. Take care and have a happy new year 2010!

Confessions of a lazy GM

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Category : Advice, Gumshoe System, Other Systems, RPG, Random musings, Savage Worlds

A Dungeon Master, but probably not of the lazy variety. I am a very lazy when it comes to preparing roleplaying sessions. When other GMs plan and prepare for weeks I usually make some preparations just mere hours before I start running a game. Sometimes I don’t prepare at all, hoping that my improvisation skills save the day. If everything else fails, a nice tavern brawl keeps the players occupied for long enough to give me some time to make up something in the back of my head.

Of course this doesn’t work in every game. I am currently running a Savage Worlds game using the Rippers plot point campaign. And if you ask me, SW is perfect for the lazy GM, especially when you use it to run any of the plot point campaigns. In most cases you sit down at the table, read the next plot point description and the rest is done by hand waving.

You have to be thinking on your feet all the time, making up NPCs on the spot and coming up with encounters on the spot is vital for the lazy GM. And alas this doesn’t work in every game. You should never try to run an investigative game that way. It just doesn’t work. Ok, if you have read every murder mystery novel on the planet you may be able to pull it off, but in most cases it’s near impossible to be successfully lazy when investigative games are concerned.

But especially when you and your players favor action over complicated stories, you can easily have a lot of fun without hours of preparation. And being a lazy GM although helps you in well-prepared games or when you are running and commercial module. When things go awry, you can always rely on your improvisation skills, that you have trained while being the lazy GM, to save the day.

There’s even a reason why being a lazy GM can also improve your game. Some GMs tend to meticulously plan their adventures which may lead to the focus being shifted from the players and their characters to the background story and the NPCs. If you don’t plan ahead you usually rely on your players to drive the action while you improvise on the spot.

Recently my group asked me to run “Trail of Cthulhu” on New Year’s Eve. I fear I will have to do some preparation for this session after all. As I wrote before, it’s extremely hard to pull off a great investigative game without some preparation. But in the long run I will probably always be a lazy GM. ;)

Robin D. Laws interview

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Category : Gumshoe System, Interview, Other Systems, RPG

Recently I started reading Esoterrorists and Trail of Cthulhu again, since I am planning to run a game using the GUMSHOE system. While doing some research on the system, reading playtest reports and listening to actual play podcasts, some questions arose. Although I was very intruiged by the GUMSHOE system, there are a few things that concerned me, so I thought the best cause of action would be to contact the creator of the system to ask him a few question. And luckily enough, Robin D. Laws agreed to do an interview.

Please note: The intervierw was done by email and I added the photos afterwards. So the photos don’t convey Robin’s emotions while answering those questions. It’s just me fooling around with his profile pictures from his Lifejournal account. The photos are used with his permission.

Stargazer: Thanks again for answering a few questions for me and my readers. Some time ago I stumbled upon the GUMSHOE system in general and Esoterrorists in particular. The GUMSHOE system has been designed with investigative scenarios in mind. When did you first have the idea to create a roleplaying game especially for that kind of play?

Robin: Simon Rogers of Pelgrane Press commissioned me to create a rules system that would rethink investigative roleplaying from the ground up. He’d been frustrated in the past by the dead ends that tend to crop up in investigative games and wanted a system that would remove these roadblocks. I started by examining the problem of the failed information-gathering roll that stops the plot, but we wound up with a mechanism that changes much more than just that one classic dilemma. From that simple change evolved a streamlined investigative engine allowing for a focus on clue interpretation over clue gathering. The result are games that more closely emulate mystery stories, from Lovecraftian probings into truths best left unlearned, to TV police procedurals.

Stargazer: And why was a special system for this genre necessary?

Investigative roleplaying has always been one of the major structural forms of roleplaying, but is comparatively under-served compared to the action-adventure gaming that forms the basis of almost all other RPGs, no matter what their exterior genre trappings might be. Inspectres did a great and innovative job in the cooperative storytelling arena, where the entire group collaborates to create the mystery as the game develops. But it seemed like there was still creative room left to explore the more traditional mystery game, where the GM has a predetermined solution and the players piece together the clues to work toward it.

The basic idea behind the game could have been conveyed in a number of ways. I could have written it as a magazine article, as a chunk of rules text for an existing rules set, or as a blog post. All of these choices, however, would ignore the process through which ideas enter the collective gamer consciousness and become part of the established corpus of techniques. To do that, you need a new rules set to garner sustained attention and spotlight your defining idea. That gets hundreds and thousands of gamers to grapple with the concept you’re working to convey, rather than the dozens or hundreds you’d get otherwise.

Once it’s injected into the bloodstream of gaming in this way, your strand of conceptual DNA can then become a permanent part of various GMs’ play styles, and travel from there into other games. A previous example of the same phenomenon would be the way that Feng Shui encouraged players to describe elements of the physical environment and incorporate them into their fight descriptions. In 2009 this sounds like an incredibly minor step toward the shared narrative control that now runs through so many indie designs. At the time it came as an exciting revelation to many GMs, and changed the way they played their other games, too.

So while on a design level, you could easily bolt on the basic concept of GUMSHOE to any existing traditional investigative game, the reception dynamics that determine which ideas get taken up and which ones vanish decreed that it should be presented as the core of its own specialized game system.

Similarly, it’s a simple fact of RPG marketing that you can sell more copies of a product that appears as a core game than you can as a supplement or modification to something else.

The gamer soul is torn when a new game appears. The uber-gamer wants to buy new games, yet does not want to buy new games. Who wants to spend more money on more stuff? None of us, yet at the same time all of us. This sales resistance is understandable, and fuels the online reception to new products as they appear. You have to expect a certain segment of the audience to ask if your game really needs to exist. RPGs are entertainment products; none of them need to exist. The ultimate proof in the pudding is not whether folks question a game’s existence, but whether enough of them buy it, dig it, and keep playing it. And fortunately we’ve reached a point where GUMSHOE has acquired a self-sustaining base of players who see why the game warrants its independent existence and are happy to keep on playing it.

Stargazer: At least for me the name GUMSHOE conjures up images of hardboiled ’40s detectives wearing trenchcoats and fedoras, but no game using this system is actually set into this genre. Was this intentional or are you considering writing a game inspired by the “hardboiled detective genre”?

Robin: We needed a snappy, one-word name that instantly conveys the core idea behind not just the first game, but the system, and GUMSHOE seemed instantly to be the right choice. It was the first name I came up with and we never considered another one.

The hardboiled detective is one of many sub-genres of straight-up mystery that could easily be done with GUMSHOE. A Sherlock Holmes game is another obvious choice. Because they’re medieval history buffs, lots of gamers enjoy Ellis Peters’ Cadfael books,. Thanks to Lindsey Davis, the Roman empire is also an appealing setting for mystery that in its own toga-clad way recalls the classic tropes of Raymond Chandler and Dashiell Hammett.

The question then becomes whether we could sell enough copies to justify doing any of these settings. Traditionally gamers play historical RPGs only if you add a fantastical element to them, whether it’s magic or SF gear or Cthulhoid horrors. You see this logic at work in Mutant City Blues, which takes the modern police procedural and makes it interesting to our audience by grafting super-powers onto it. The smaller base of players who want a straight police procedural can then take the book, ignore the super stuff, and they’re set to go.

On those grounds, it may be that something like Gareth Hanrahan’s Trail Of Cthulhu supplement, Arkham Detective Tales, is as close as we can come to a straight-up hardboiled game.

Sherlock Holmes might be doable as a crossover out of the gaming scene because of the large Holmesian collectors’ market.

(The interview continues after this break…)

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