Tag Archives: robin d laws

See Page XX: Self-Control Freaks

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Those of you familiar with the Dying Earth roleplaying game know its Persuade/Rebuff mechanic. To emulate the twists, turns and connivances of Jack Vance’s sublime source material, the game treats persuasion attempts as having the same structure […]

See Page XX: Driven in a Fiat

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws One of the powerful abilities of a roleplaying rules-set is to provide compromise without negotiation. The normal process of conversational give-and-take through which people normally resolve issues of mutual preference or gratification is inherently distorting. Let’s say […]

See Page XX: Roleplaying as Gestural Narrative

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws Those of us make stuff up for a living face a wide variety of possible ways to make ourselves crazy. One of the fastest and most direct routes to self-induced insanity is to obsess over the ultimate […]

See Page XX: Make It A Gimme

This post originally appeared on DyingEarth.com between 2004 and 2007. A column on roleplaying by Robin D. Laws A few columns back, I mentioned the iron rule of theatrical improv: never negate. The idea is this: when you’re working together to create a scene on the fly, you have to accept, and build on, any […]

See Page XX: Pipe and Believability

The following article originally appeared in an earlier iteration of See Page XX in September 2008. A column on roleplaying by Robin D. Laws Pipe and Believability A while back on the Yog-Sothoth forum dedicated to Trail Of Cthulhu a discussion arose from that game’s suggestion that players be permitted to select their exotic languages […]

Using Pushes in Standard GUMSHOE

Game Moderators seeing the Push rules in The Yellow King Roleplaying Game and now second edition Mutant City Blues sometimes ask how to import them into previous GUMSHOE games. To recap how Pushes work, players get two of them per scenario. They can spend Pushes to gain non-informational benefits from their investigative abilities. For example: […]

See Page XX: Give a Clue – Giving Out Clues in GUMSHOE

The following article originally appeared on an earlier iteration of See Page XX in April 2008.  A column on roleplaying by Robin D. Laws Give a Clue The heart of the GUMSHOE system is its method of ensuring that players always gather the clues essential to the solution of a mystery and lots of other […]

View from the Pelgrane’s Nest – April 2008

The following article originally appeared on an earlier iteration of See Page XX in April 2008.  News from Pelgrane Press We’ve had a great month, although some shipping issues have reared their ugly heads, mainly with shipments from the US taking their time to reach Europe. We’ve fixed those now. Leonard Balsera’s Profane Miracles, another fastplay […]

The Unbearable Lightness of an Empty Explosives Bag

When asked to explain GUMSHOE, a key part of my standard spiel goes like this: “GUMSHOE says that it is never interesting to fail to get information. When you use an Investigative ability, you never have to roll a die. If you have the right ability and use it in the right way, you simply […]

See Page XX: Sting, Sting, Sting – Ending Scenes with Music in GUMSHOE

The following article originally appeared on an earlier iteration of See Page XX in February 2008.  Find James Semple’s stings for Trail of Cthulhu here, and you can also find the soundtracks James composed for Trail of Cthulhu and Night’s Black Agents. A column on roleplaying by Robin D. Laws Sting, Sting, Sting A GUMSHOE issue […]

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