Category Archives: Gumshoe

GUMSHOE general category

GUMSHOE

GUMSHOE is a system for designing and playing investigative roleplaying games and adventures, emulating stories where investigators uncover a series of clues, and interpret them to solve a mystery. In a GUMSHOE game, the player characters discover something which triggers their investigation, and then the Game Moderator (GM) narrates them through a number of scenes, […]

See Page XX: Who Does the Talking?

shadowy figures conversing in tunnel

A column on roleplaying by Robin D. Laws GUMSHOE players sometimes clutch when they realize that one of them has to go talk to someone. Break through that moment of indecision by following these simple steps. Interpersonal abilities exist to help make this decision. Start by asking yourself what you know about this person, and […]

Narrating General Ability Spends

Although the rules don’t call for it, some GUMSHOE groups add a narrative wrinkle to the spending of pool points from general abilities. They call on players to justify why they’re spending the number of points they’ve chosen to add to their die rolls. “I really want to get over this fence so I’m going […]

Scenario Checklists

When preparing to run a pre-written scenario, processing all the information can be overwhelming. A good scenario, after all, includes lots of alternate scenes, optional encounters, plots and subplots. (While your humble scenario writer tries to make everything as clear as possible, the scenario also needs to be entertaining to read, detailed enough to be […]

Shires Out!

In a hole in the ground… they found a body.  I know! Here we are, in the middle of the beautiful, bucolic Riding, with its neat hedgerows and picturesque taverns and delightful crumpet shops and little village greens, and we’ve got a murder to solve! It’d be unthinkable if this wasn’t the third murder this […]

Let It Hide!

There’s a gameplay principle articulated in Burning Wheel called Let It Ride. The idea is that in most situations, when a player scores a success on a test, the player doesn’t need to roll again unless circumstances change. For example, the player’s called to make an Athletics test to climb a cliff in the face […]

Eight Random Weird Dockside Encounters

I was about to write up an article about the weird, quasi-Venician city of Tyros Ashem in the upcoming Paragon Blade setting, but we’ve also got the weird quasi-Venician city of Eversink in Swords of the Serpentine, and the less-Venician-but-even-weirder city of Drakkenhall in 13th Age (doge? No, no, Dragon), which triggered two thoughts in […]

See P. XX: Payoff Interludes for GUMSHOE

A column about roleplaying by Robin D. Laws A recent observation I’m adding to my Things I Always Say file is that when players worry about a scenario being railroaded or linear, what they really mean is not that it lacked choices or branch points, but that they didn’t get to Do Their Thing. Many […]

GUMSHOE Whodunnits: Assess Honesty

Of all GUMSHOE abilities, perhaps the most confusing is Forensic Etymology. Wait, no, it’s Bullshit Detector. Or Assess Honesty in the more genteel environs of Trail, or Liar’s Tell in Swords. The tell-when-they’re-lying ability. The customary use of Bullshit Detector is to confirm when a witness is being truthful so the investigators don’t need to […]

GUMSHOE Whodunnits: A Bunch of Suspects

The classic murder mystery: a bunch of eccentrics gather, often at a remote house or other confined location, and then – thump! One of them’s murdered. In most roleplaying scenarios, red herrings aren’t needed. The classic advice is that the players create enough confusion as they maraud and blunder towards a conclusion that adding distractions […]

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