Tag Archives: GUMSHOE advice

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 […]

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 […]

Thirteen Foulnesses By Which Ye Shall Know Them

It’s not that he doesn’t blink; it’s that when he does, a shudder runs through him, as if he sees something wonderful or terrible when he closes his eyes, even for an instant. It’s hard to describe, but it’s like he’s fractionally too fast. He looks over at the telephone, and then it rings. He […]

I Know A Guy – Integrating Player-Generated Characters Into Adventures

Several GUMSHOE games offer the players the power to retroactively add contacts and allies into the story. Night’s Black Agents has the Network ability, there’s Correspondents in Trail of Cthulhu, and the GM might offer a contact for an Investigative spend or push. Some tips on using such characters: Start with the scenario If you’re […]

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