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Character play vs Player play
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<blockquote data-quote="Ridley's Cohort" data-source="post: 6414937" data-attributes="member: 545"><p>A quick rough summary of the GUMSHOE philosophy would be:</p><p>(1) Pedestrian efforts by the players themselves should provide enough clues to get the PCs to the next necessary bus stop in the plot.</p><p>(2) A moderate degree of inspiration by the players in how to use skills should provide a few bonus clues. (Great inspiration can provide more. Make something up if it feels right GM.)</p><p>(3) It is on the players to interpret the clues (where it does not take that much to achieve #1)</p><p>(4) Yes, there are rewards for genuine player insights that lead to smart play, some examples would be:</p><p> (a) a stylish success that puts the PC in a very flattering light</p><p> (b) insights into the back story of the mystery (which in some cases might assist in interpreting other clues)</p><p> (c) foreshadowing of what is to unfold</p><p> (d) specific information that may provide tactical advantages in future scenes</p><p></p><p></p><p>Under this philosophy, things like a cipher the players must break into to move forward are a no-no, as a rule of thumb. (Obviously some particular players do love that kind of thing.)</p><p></p><p>Under this philosophy, expecting the players to ask about the purple wood of a bow/staff would be discouragede. How is the player supposed to know that the PC would find that color of wood weird in a world of unicorns, elves, and fireballs?</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 6414937, member: 545"] A quick rough summary of the GUMSHOE philosophy would be: (1) Pedestrian efforts by the players themselves should provide enough clues to get the PCs to the next necessary bus stop in the plot. (2) A moderate degree of inspiration by the players in how to use skills should provide a few bonus clues. (Great inspiration can provide more. Make something up if it feels right GM.) (3) It is on the players to interpret the clues (where it does not take that much to achieve #1) (4) Yes, there are rewards for genuine player insights that lead to smart play, some examples would be: (a) a stylish success that puts the PC in a very flattering light (b) insights into the back story of the mystery (which in some cases might assist in interpreting other clues) (c) foreshadowing of what is to unfold (d) specific information that may provide tactical advantages in future scenes Under this philosophy, things like a cipher the players must break into to move forward are a no-no, as a rule of thumb. (Obviously some particular players do love that kind of thing.) Under this philosophy, expecting the players to ask about the purple wood of a bow/staff would be discouragede. How is the player supposed to know that the PC would find that color of wood weird in a world of unicorns, elves, and fireballs? [/QUOTE]
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