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Monday, June 24, 2019

Gumshoe Deep Dive, Part 1--The Basics, and Problem of Investigative Failure

After having a blast running two different GUMSHOE games at Origins, I want to do a deep dive into these games and how they work.  First off, the basics.  The "GUMSHOE" system was developed by Robin Laws (he of Heroquest, which I discussed before), and the majority of the GUMSHOE games are published by Pelgrane Press.  GUMSHOE is not a tabletop RPG itself, but a chassis upon which you build a game around (in video game terms, it would be the "game engine").  And that chassis is designed around and optimized for games that have a focus on investigation.  During the course of a game session, the players are going to gather clues, and those clues are going to propel the story forward toward the resolution of whatever the mystery is for this session.

Investigative stories are certainly not the only sorts of stories that you can tell, either generally or in tabletop RPGs, but far more stories then you might think at first blush have an investigative structure at their heart.  The first implementations of GUMSHOE were in the horror space, such as Esoterrorists (X-Files-esque secret conspiracies versus the Outer Dark), Fear Itself (one-shot and short campaigns that model horror movies), and Trail of Cthulhu (a "GUMSHOE-ification" of Lovecraft and Call of Cthulhu).  But Laws's Ashen Stars works on the observation that a Star Trek or Firefly episode has an investigative structure, too, and so are well suited to GUMSHOE.  More recent games, especially Kenneth Hite's Night's Black Agents and the forthcoming Swords of the Serpentine by Kevin Kulp and Emily Dresner (each of which are going to get their own posts), continue to stretch the bounds of the system while keeping the basic investigative model at their heart.

Because GUMSHOE is designed around investigative stories, it is built to address a fundamental problem with investigative stories in tabletop RPGs.  When tabletop RPGs approach investigative elements, they generally do so the same way they approach any other game play element.  A PC has some character ability that is relevant to the investigative action in question, and that ability produces a probability of success.  The PC rolls the dice, and either she succeeds or she fails.  So, to take an example from my D&D 5e game of Waterdeep: Dragon Heist the other night, the PCs were searching a mausoleum, and I wanted to see whether they were going to find a key that had been left by the bad guys on the floor.  Nick's PC, Dramorn de Azhaq, rolled a Perception Check and got over a 15.  As a result, he found the key.

As long as the PCs succeed on their checks, everything is fine.  The problem comes when PCs in investigative games start failing investigative checks.  If Dramorn blew his Perception Check, then he wouldn't have found the key.  But, in order for the story to progress, the PCs must find the key, because the key leads to the locksmith, which leads to the falling down windmill, which leads to the sewers where we ended the session.  So, if all three of my players botched their Perception Checks, now I as the GM have to find a way to get them to the locksmith or the windmill or the sewers by hook or by crook, on the fly.  And, unlike the sorts of unexpected, off-the-wall choices that PCs make that take the story in unexpected directions (which are good and fun), failed investigative checks tend to lead to dead ends, with the players looking at the GM and saying "now what?"  Failed investigative checks for story-critical clues are frustrating for the players and a problem for GMs.

There are a couple of solutions to this problem.  One solution offered by Justin Alexander (which can be found on his outstanding blog) is the "three clue rule."  The idea here is to design your story such that there are always multiple (in this case, three) ways to get from any one scene to another via three different clues that the PCs could find.  By doing so, you reduce significantly the chance that the PCs won't find any of the necessarily, and thus avoid the story dead-end.  In other words, the solution to the problem of PCs failing to find story-critical clues is not to have story-critical clues in the first place.

I've used the three clue rule in game sessions, and it works.  The problem with the three clue rule is that it requires an enormous amount of prep time on the part of the GM, because you have to build all of these redundant paths and structures ahead of time.  If you are a GM like me who is, shall we say, "prep averse," and likes to do things on the fly, the three clue rule is a tremendous burden, all for creating content that you are likely never to use anyway, or at least is not necessary to the story (after all, as seen in the session from the other night, sometimes the players find the first clue and don't need clues #2 and #3).  For me, the three clue rule is an example of winning the battle and losing the war--it fixes the problem with investigative stories, but it makes me not want to run investigative stories in the first place.

The second approach comes out of the family of "indie" RPGs (Burning Wheel, the Powered by the Apocalypse games, etc.), and that is the idea of "failing forward."  In general, those games avoid a succeed/fail resolution structure, in favor of some variation of "succeed or succeed, but with consequences" structure.  Applying this to an investigative game, a botched Perception Check would not mean "you don't find the key," but instead "you find the key, but you suffer some consequence as a result that you wouldn't have suffered if you had rolled better."  Because at the end of the day you find the key no matter what, you never run into the story dead-ends.

The problem here is that it is hard to consistently come up with meaningful consequences to investigative failure, especially if the PCs are going to be doing a lot of investigating in the course of a session.  "Failing forward" in the context of action sequences gives the GM a golf bag of ways to meaningful consequences; failing forward in a investigative sequence provides a far more limited tool box.  You can impose delays (i.e. if you fail, it takes longer to find the clue), but that may or may not be meaningful under the particular circumstances, and going to that well again and again can get boring.

GUMSHOE cuts through that problem by cutting out the dice roll altogether.  If you have the relevant investigative ability (more on that in a bit), you are in the place or circumstances where the clue can be found, and you tell the GM you are using the ability, then the GM gives you the clue, and the story moves forward.  Investigation is no longer tied to the whims of a roll of the dice.

When people hear GUMSHOE described like this, some folks react negatively, thinking that removing the possibility of failure removes meaningful game play or dramatic tension.  But there is game play here--it's just different from the normal game play you get in other games.  For one, GUMSHOE games do not have general purpose information gathering skills or abilities like "perception" or "investigation."  Instead, investigative abilities are far more granular, divided up by knowledge type or approach to information gathering.  The roster of investigative abilities varies from game to game, but you will see things like "reassurance," "bullshit detector," "forensics," "anthropology," and, my personal favorite from Swords of the Serpentine, "leechcraft."  Gameplay in GUMSHOE is about using the relevant ability in the right situation.  And because the abilities are so specific, it's easy to narrate what is going on in detail--using the "reassurance" ability has a distinct narrative hook that is easily distinguished from "bullshit detector."

Splitting up the investigative abilities does two other things.  First, it makes the investigative abilities one of the defining elements of the character, both conceptually and in terms of how the character interacts with the world.  Since the game is investigative, the bulk of game time is going to be spent interrogating the world, and the way in which a PC interrogates the world is through the suite of investigative abilities.  Each PC will have some, but not all, of the available investigative abilities, and so the character is defined by the ways and circumstances in which he or she will be interrogating the world.  My experience is that as players get more familiar with using their character's investigative abilities, they also get more into the head of the kind of person that character is--it's a kind of "learning by doing."

The second result of splitting things up like this is that it distributes spot-light time between the PCs.  A single investigative ability empowers a player who builds their character toward being good at investigating things.  By splitting up the abilities and distributing them among the PCs in the group, every player is going to have a chance to have their PC gain the clue that the party needs, and thus feel like they are contributing to the story.  This is enhanced by the "investigative spends" mechanic.  While simply having a particular investigative skill will net you the core clue in the appropriate circumstance, PCs have pools in the various investigative abilities that they can spend to net them additional information that is not story-critical, but will be useful in navigating the story and solving the mystery.  By making these spends both a finite resource, and one that is tied to the array of investigative abilities that define the character, each PC is only going to be able to grab the spotlight a handful of character appropriate circumstances.

Spotlight time and spotlight management is one of those things that tabletop RPGs rarely focus on, but it is an important issue in the internal dynamics of a tabletop RPG session.  Most groups will have players with a mix of experience levels (my experience is that it almost always takes folks new to RPGs a while to feel comfortable enough to consistently assert themselves during a game session), as well as a mix of personality types, levels of outgoing-ness, and general assertiveness.  As a result, the more experienced, more out-going players have a tendency to dominate play, and other players can be crowded out.  Rationing out the ability of players to use spends means that the more assertive players will only have a finite number of times to step in and "do something cool," while the less assertive players will have prompts that can be a launching-pad for cool character moments.

So, that's investigative abilities, which is really the heart of GUMSHOE.  The other type of character abilities in GUMSHOE are General Abilities.  GUMSHOE doesn't use D&D style attributes (i.e. Strength, Intelligence, etc.), but instead has a list of abilities that reflect the core non-investigative actions taken by characters in the particular GUMSHOE game.  So, Fear Itself has General Abilities such as Fleeing (which horror movie characters tend to do a lot), Shooting, Hiding, and Driving; the swords-and-sorcery inspired Swords of the Serpentine includes Bind Wounds, Sorcery, Sway (persuading or brow-beating foes into surrendering), and Warfare.  Each ability has a rating and a pool of points (like the Investigative abilities, though they are not on the same scale--characters will have much higher ratings in General Abilities than in Investigative Abilities).  Task resolution is 1d6+ the number of points spend from the relevant ability (if any), with the goal to get equal to or greater than a target number (default is 4, hard is 6, etc.)

The system is very fast and very intuitive for players to pick up.  It is fundamentally a resource management system, so in broad terms it is similar to something like Numenera and the other Cypher System games.  But the General Abilities are far more specific and targeted than the attribute-like abilities found in Numenera, and this has the effect of focusing players on a suite of actions that are appropriate to the genre.  Having a distinct "Fleeing" ability tends to focus players on the possibility of running away from monsters or other foes, which in turn means that characters will flee more often, making the game play more similar to the source material being emulated.

You are not going to get a hyper-detailed or granular combat experience in GUMSHOE games.  Even those GUMSHOE games that have a more active focus, like Swords of the Serpentine or Night's Black Agents, do not get deep into the weeds of tactical positioning in the way you would get in something like most editions of D&D (especially 3rd and 4th edition, but even 5th edition).  In other systems, I find this to be a drawback, but for GUMSHOE I think it works.  For the GUMSHOE games where combat is a sideline/usually a death sentence for the PCs, there's no reason to spend much time on complicated combat system.  And the more action-oriented games add elements that make it more interesting and dynamic in play than the other "rules-light" systems.

So, that's the outline of GUMSHOE and how it works.  I'm not going to go over each specific game, but I want to talk about a few of them that, in my mind, really show off what Gumshoe can do.  First off, the game that I think is the closest to a "pure" GUMSHOE experience--Fear Itself.

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