Rogue Agent
First Post
The first is: This game falls apart if you fail a roll and don't get a clue you need to solve the mystery.
The problem is that this is a very specific iteration of the general problem "cannot follow clue". The "cannot follow clue" problem can be the result of several things:
(1) They mechanically fail to find the clue
(2) They don't look for the clue
(3) They don't look for the clue in the right place
(4) They don't look for the clue in the right way
(5) They ignore the clue
(6) They misinterpret the clue
(7) They can't solve the clue
GUMSHOE and its designers claim, repeatedly, to solve the entire "cannot solve clue" problem by fixing #1.
It doesn't. The game is a failure at its own sales pitch.
This is only a minor problem, of course, unless you're beguiled by their sales pitch and design your adventures accordingly (and in accord with the advice given in the rulebooks).
More generally, the things you need to do in your scenario design to fix the other aspects of the "cannot solve clue" problem will also solve #1. Which just renders the entire "auto-find clue" mechanic into redundant complexity.
A properly constructed Gumshoe scenario is more of a sandbox than most traditional RPG play.
Agreed. A properly constructed GUMSHOE scenario doesn't follow the advice given in Esoterrorists or Robin D. Laws' See Page XX columns.
So as you can see, railroading is not an inherent property of the system whatsoever.
I don't recall saying that it was.