See Page XX A column about roleplaying by Robin D. Laws Since Cthulhu Confidential’s arrival in foyers and post office boxes worldwide, a couple of folks have asked me how one might go about combining GUMSHOE One-2-One with Trail of Cthulhu’s standard multiplayer format. The short answer is, uh, I didn’t design them to fit […]
Tag Archives: GUMSHOE
In 1895 Paris, young Erik Satie has already written his most haunting pieces and plays piano for seekers of mystical awareness. The world’s most famous can-can dancer, Louise Weber, has decided to strike out on her own. Painter Odilon Redon paints spiders with weeping human faces—like the one you saw in your studio. Auguste Rodin […]
One of the great things about in-house playtesting is that an off-the-cuff improvisation can suddenly prove so apt that it goes immediately into the rules draft. Or rather, the players can suddenly all at once cry, “That’s so cool! You’ve got to make that a rule!” [Cue flashback music as image goes swirly] Why, I […]
The sky has turned white; the stars pulse with inky blackness. This unexpected Carcosan weather pattern has trapped company principals Cat and Simon in the wilds of Ohio. Yet the commands of the pallid mask may not be delayed! The Kickstarter for The Yellow King Roleplaying Game, by Robin D. Laws, launches this Wednesday, June […]
A column on Roleplaying by Robin D. Laws A recent test session of The Yellow King Roleplaying Game (Kickstarting later this year, plug plug) shone a spotlight on a conundrum that can crop up in any GUMSHOE horror game: How much should the GM intervene when the players have fallen all too desperately into a […]
In The Yellow King Roleplaying Game, Kickstarting soon at a Kickstarter near you, players portray characters linked across various eras and timelines corrupted by alien supernatural influence. In the third of these linked settings, Aftermath, the investigators are all ex-partisans who fought in a successful rebellion against a tyrannical regime backed by Carcosa. Now they […]
A column about roleplaying by Robin D. Laws My designs for Pelgrane have all been modular. Each includes several sub-systems one could drop out without affecting the way other parts of the game operate. (I say “for Pelgrane” because one of my games does use a universal engine in which every action is handled in […]
A rules option for GUMSHOE horror games In situations where a Sense Trouble test might reveal the presence of danger from an otherworldly or eerie source, offer the players a chance to pay a price later in exchange for a benefit now. One player gets an automatic success at a Sense Trouble test by agreeing […]
A column about roleplaying by Robin D. Laws Over the years I’ve occasionally been asked, most often by Simon, how GUMSHOE and player narrative control might work together. My answer has always been the same—uh, they kinda mostly don’t. GUMSHOE assumes that the solution to the mysteries the PCs investigate remains fixed once established in […]
To celebrate the 10th anniversary of GUMSHOE we invited fans and Pelgrane pros all over the world to play their favorite Pelgrane Press games today! Here’s a sampling of the day’s goings-on and shenanigans thus far. Games were streamed: Upcoming books were playtested: Designers shared their work: Monstrous Dramaturgy: Kostroma Adventures were had: Campaigns launched: Heroes made (and their […]

