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A Question Of Agency?
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<blockquote data-quote="Aldarc" data-source="post: 8172503" data-attributes="member: 5142"><p>Sure, but I think that you could build from this idea to a more complex and robust game. As Bedrockgames says, part of how Clue works is a game of deduction based upon the limited list of possible suspects, rooms, and weapons. Of course it's possible that Mr Mustard did it in the Study, but what matters is that he actually did it in the Billiards Room. But you can certainly probe the possibility that Mr Mustard did in the Study, and doing so may help narrow down your list of possibilities even if you know that he didn't do it in the Study. </p><p></p><p></p><p>I'm not proposing Ironsworn as a traditionalist, non-narrativist RPG here, only as a system that I think could do Holmesian mysteries with the appropriate setup and re-tooling. So it seems a bit misplaced that you criticize Ironsworn as being inappropriate for being thoroughly narrativist while later then suggesting that the best approach would be a narrativist one. While the players invent the fiction, Ironsworn definitely makes the game about stakes and goals, which are IMO an important part of mysteries. One could set up separate mysteries and Oracles for things like the suspect, the weapon, the location, the motive, and the grand solve. Complications may arise with characters in the game, interrogating witnesses, cooperating with law enforcement, the femme fatale, pursuing a shadowy eavesdropper, and the like. </p><p></p><p></p><p>They are "two different RPGs" but at the same time they are built on the same Fate engine, though the <em>Dresden Files RPG</em> is pre-Fate Core, and <em>DFA</em> is post-Fate Core. The way mantles work in DFA is that you are picking essentially an archetype, much as a playbook, which comes with a set of preselection of Conditions and Stunts. You may check off boxes to use some of your Mantle abilities. Or you may have to check off a box when that condition is triggered (e.g., violate your oath, etc.). When you run out of boxes or want to recover boxes, typically one of several things must happen depending on the tag: </p><ul> <li data-xf-list-type="ul">Fleeting: You recover your conditions at the end of the scene or some trivial point.</li> <li data-xf-list-type="ul">Sticky: Concrete action must be taken and typically a dice roll.</li> <li data-xf-list-type="ul">Lasting: Same as sticky, but typically time must also pass (the session) or the completion of a secondary objective.</li> </ul><p></p><p>What this entails will naturally vary based on the Mantle and character. Mantles also have access to a choice of Stunts that can provide additional archetype-themed bonuses or assist with the mantle conditions. </p><p></p><p>I actually used Dresden Files Accelerated for the aforementioned one-shot of a Supernatural Investigation Society set in 1840s Vienna. If I were to run it again, as I one day hope, I would still consider DFA but also Monster of the Week, Urban Modern Fantasy (i.e., "Dungeon World Modern"), or Vaesen, though the latter is a little too Swedish/Nordic and not enough Austrian/Central Europe.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8172503, member: 5142"] Sure, but I think that you could build from this idea to a more complex and robust game. As Bedrockgames says, part of how Clue works is a game of deduction based upon the limited list of possible suspects, rooms, and weapons. Of course it's possible that Mr Mustard did it in the Study, but what matters is that he actually did it in the Billiards Room. But you can certainly probe the possibility that Mr Mustard did in the Study, and doing so may help narrow down your list of possibilities even if you know that he didn't do it in the Study. I'm not proposing Ironsworn as a traditionalist, non-narrativist RPG here, only as a system that I think could do Holmesian mysteries with the appropriate setup and re-tooling. So it seems a bit misplaced that you criticize Ironsworn as being inappropriate for being thoroughly narrativist while later then suggesting that the best approach would be a narrativist one. While the players invent the fiction, Ironsworn definitely makes the game about stakes and goals, which are IMO an important part of mysteries. One could set up separate mysteries and Oracles for things like the suspect, the weapon, the location, the motive, and the grand solve. Complications may arise with characters in the game, interrogating witnesses, cooperating with law enforcement, the femme fatale, pursuing a shadowy eavesdropper, and the like. They are "two different RPGs" but at the same time they are built on the same Fate engine, though the [I]Dresden Files RPG[/I] is pre-Fate Core, and [I]DFA[/I] is post-Fate Core. The way mantles work in DFA is that you are picking essentially an archetype, much as a playbook, which comes with a set of preselection of Conditions and Stunts. You may check off boxes to use some of your Mantle abilities. Or you may have to check off a box when that condition is triggered (e.g., violate your oath, etc.). When you run out of boxes or want to recover boxes, typically one of several things must happen depending on the tag: [LIST] [*]Fleeting: You recover your conditions at the end of the scene or some trivial point. [*]Sticky: Concrete action must be taken and typically a dice roll. [*]Lasting: Same as sticky, but typically time must also pass (the session) or the completion of a secondary objective. [/LIST] What this entails will naturally vary based on the Mantle and character. Mantles also have access to a choice of Stunts that can provide additional archetype-themed bonuses or assist with the mantle conditions. I actually used Dresden Files Accelerated for the aforementioned one-shot of a Supernatural Investigation Society set in 1840s Vienna. If I were to run it again, as I one day hope, I would still consider DFA but also Monster of the Week, Urban Modern Fantasy (i.e., "Dungeon World Modern"), or Vaesen, though the latter is a little too Swedish/Nordic and not enough Austrian/Central Europe. [/QUOTE]
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