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General Tabletop Discussion
*TTRPGs General
Why Aren't Designers Using The GUMSHOE System?
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<blockquote data-quote="werecorpse" data-source="post: 7688689" data-attributes="member: 55491"><p>My point wasn't that other, unmodified game systems already handle this but that with a minor modification they can. Therefore my view is that rather than play a whole different system just to gain the benefits that can be gained by just a minor modification to your current system make the minor modification. In your knowledge religion example just make it a trained only roll.</p><p></p><p>You seem to have missed my point about making DC 0 the discovery of the most basic stuff needed to proceed with the plot but higher DC's give extra fruit or avoid negative repercussions. If the characters are meant to understand that if they say the religious incantation they can go through the secret trapdoor into the lower dungeon make the chance of finding the trapdoor and the incantation 100% - maybe the knowledge that there is probably a vampires lair below only 70% on the religious knowledge and the chance of not waking the skeletal guardians only 40% on the find secret trapdoor. Therefore you get both the ability to proceed with the adventure no matter what your skills success rate but the advantage of getting something extra if you roll well.</p><p></p><p>dont get me wrong I am not trying to dismiss this advice as prosaic. It's great and for many systems was missing (call of Cthulhu was/is a classic for having a chance to miss the vital clue- for me now it's easy enough to make the stated spot or library research chance the chance you find it quickly and quietly, anything higher and you took extra time, alerted someone or the like ). But for me the investigative system can be used easily enough in other systems (yes, with some house ruling).</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7688689, member: 55491"] My point wasn't that other, unmodified game systems already handle this but that with a minor modification they can. Therefore my view is that rather than play a whole different system just to gain the benefits that can be gained by just a minor modification to your current system make the minor modification. In your knowledge religion example just make it a trained only roll. You seem to have missed my point about making DC 0 the discovery of the most basic stuff needed to proceed with the plot but higher DC's give extra fruit or avoid negative repercussions. If the characters are meant to understand that if they say the religious incantation they can go through the secret trapdoor into the lower dungeon make the chance of finding the trapdoor and the incantation 100% - maybe the knowledge that there is probably a vampires lair below only 70% on the religious knowledge and the chance of not waking the skeletal guardians only 40% on the find secret trapdoor. Therefore you get both the ability to proceed with the adventure no matter what your skills success rate but the advantage of getting something extra if you roll well. dont get me wrong I am not trying to dismiss this advice as prosaic. It's great and for many systems was missing (call of Cthulhu was/is a classic for having a chance to miss the vital clue- for me now it's easy enough to make the stated spot or library research chance the chance you find it quickly and quietly, anything higher and you took extra time, alerted someone or the like ). But for me the investigative system can be used easily enough in other systems (yes, with some house ruling). [/QUOTE]
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Why Aren't Designers Using The GUMSHOE System?
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