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[5e] Newbie DM Questions about Information Given
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<blockquote data-quote="Umbran" data-source="post: 7462521" data-attributes="member: 177"><p>The main game I am GMing at the moment is Ashen Stars. </p><p></p><p></p><p></p><p>Typically not, and here's why:</p><p></p><p>In the parser problem, you have a bunch of pieces, and you have issues trying to figure out how they go together.</p><p></p><p>The point in GUMSHOE investigation where you make spends is *as you gather* the pieces. You don't generally get to retroactively spend the points later to get more information to help you put things together. So, the spend gets you more information, and that information is supposed to be helpful. But if you make it necessary to spend the resources to get the required information, in terms of adventure design you are working contrary to the intended game design. </p><p></p><p>GUMSHOE works on the premise that finding the clues is far less interesting than interpreting and acting on the clues. Getting the clues is supposed to be the easy bit. </p><p></p><p></p><p></p><p></p><p>That's pretty much correct for Ashen Stars and Timewatch, so I'll call it mostly correct (there are a couple of edge cases, but I think we can set them aside).</p><p></p><p></p><p></p><p>My point is that, as a GM, when you get to the combat scene, you don't have to worry about how many investigative points the players have spent. They are separate resources that don't generally mix. They are separate game balances.</p><p></p><p></p><p></p><p>Well, that's going to depend on how much you are challenging the players in combat, now isn't it? Sure, if you are softballing them, and they never use all their spell slots in combat, this isn't an issue. But, if you are pushing them harder, they may not have the resources to spend. In this situation, if you introduce this mechanic without backing off on the combat challenge, they will either not use the mechanic, or have a harder time in the fights.</p><p></p><p></p><p></p><p>Which is why I said, "be careful." Not, "Don't do this." Not, "This is a horrible idea." I most certainly did not say, "This is an insurmountable problem." I said, "be careful."</p><p></p><p>So... you're kind of strawmanning me, here. You say you're disagreeing with me, but you come to the same conclusion, which is a little odd.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7462521, member: 177"] The main game I am GMing at the moment is Ashen Stars. Typically not, and here's why: In the parser problem, you have a bunch of pieces, and you have issues trying to figure out how they go together. The point in GUMSHOE investigation where you make spends is *as you gather* the pieces. You don't generally get to retroactively spend the points later to get more information to help you put things together. So, the spend gets you more information, and that information is supposed to be helpful. But if you make it necessary to spend the resources to get the required information, in terms of adventure design you are working contrary to the intended game design. GUMSHOE works on the premise that finding the clues is far less interesting than interpreting and acting on the clues. Getting the clues is supposed to be the easy bit. That's pretty much correct for Ashen Stars and Timewatch, so I'll call it mostly correct (there are a couple of edge cases, but I think we can set them aside). My point is that, as a GM, when you get to the combat scene, you don't have to worry about how many investigative points the players have spent. They are separate resources that don't generally mix. They are separate game balances. Well, that's going to depend on how much you are challenging the players in combat, now isn't it? Sure, if you are softballing them, and they never use all their spell slots in combat, this isn't an issue. But, if you are pushing them harder, they may not have the resources to spend. In this situation, if you introduce this mechanic without backing off on the combat challenge, they will either not use the mechanic, or have a harder time in the fights. Which is why I said, "be careful." Not, "Don't do this." Not, "This is a horrible idea." I most certainly did not say, "This is an insurmountable problem." I said, "be careful." So... you're kind of strawmanning me, here. You say you're disagreeing with me, but you come to the same conclusion, which is a little odd. [/QUOTE]
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