Tag Archives: GUMSHOE

A Tale of Two Secret Cults – A brief introduction to TRPG and Cthulhu Culture in China

By Hao Zhang There’s an idea, a saying that when a thing travels, evolution, alteration, and other unexpected outcomes go with it. This idea sometimes can lead one to pleasant views. And this is how we at Labyrinth see it. Before we formally begin the mumbling, we’d like to notify you dear readers that we […]

My Latest Experience with Experience

A steady improvement curve for heroes makes sense in certain roleplaying genres. Fighting foes, getting stuff from them, and becoming increasingly powerful is not incidental to F20—it’s the core activity. The journey of a D&D character from first to twentieth level mirrors that of Conan as he progresses from scruffy barbarian to implacable king. Improvement […]

Player-Facing Combat in GUMSHOE

by Simon Rogers In most cases, GUMSHOE puts the dice in the hands of the players. Instead of the GM making a Stealth test for a creature to sneak up on a character, players make a Sense Trouble test to avoid being surprised. When the roles are reversed, it’s the players who make a Stealth […]

See P. XX: Your Guide to GUMSHOE Horror

A column about roleplaying by Robin D. Laws Since investigative roleplaying first burst from its sunken atoll and called itself Call of Cthulhu, mystery solving and horror have always been linked in the gamer mind. As a result, when Simon first asked me to design a system for investigative play, it made sense to debut […]

See Page XX: The History of No

A column about roleplaying by Robin D. Laws Previously on See Page XX, I talked about the difficulties we occasionally hear about when GMs who have trained themselves to say “no” come to the GUMSHOE system with those assumptions in mind. This time I’d like to look at how early roleplaying culture took on that […]

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: GUMSHOE Says Yes

A Column about roleplaying by Robin D. Laws Many moons ago I encountered a phenomenon I later termed an unrule. A rule, as goes without saying, is text the designer includes into a game to explain how it is played. An unrule is text you have to include to prevent players from making a mistaken […]

Strike a Blow Against the Plink Effect With This Alternate GUMSHOE Damage Rule

Some players find damage dealing  in baseline GUMSHOE emotionally unsatisfying. This becomes an issue especially when they’ve spent a lot of points, or gotten a high die roll, only to roll low on the damage die, plinking the opponent for a miserable 1 or 2 points of Health. Rolling high to hit and then minimum […]

Read this Before Running GUMSHOE – Running Adventures

[I’d like to thank the GUMSHOE community for their suggestions on this topic.] This article assumes you are running a pre-written adventure, for any GUMSHOE game – though much of the advice applies to adventures you’ve outlined yourself, or even if you are improvising. It also assumes you’ve read the rules of the game you […]
This site uses cookies to offer you a better browsing experience. By browsing this website, you agree to our use of cookies.