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Why Aren't Designers Using The GUMSHOE System?
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<blockquote data-quote="Neonchameleon" data-source="post: 7688722" data-attributes="member: 87792"><p>OK.</p><p></p><p>I haven't even tried to publish a game although I have hacked quite a few. But when choosing a system to hack from I have to ask myself two questions:</p><p>1: Is this game trying to do something worth doing?</p><p>2: Does it do it well?</p><p></p><p>And the answer to point 1 I'm afraid is, so far as I'm concerned, a resounding "NO!"</p><p></p><p>What does Gumshoe claim to do? DM-as-God approach to telling detective stories. This is not something I want to do for the following reasons.</p><p>1: Occasionally running a detective story is fun. But it's not what I would want to do all the time. I probably don't want a full RPG set of rules for it. (A Fate plugin on the other hand would be lovely).</p><p>2: Because of the nature of the clues getting handed out I need to pre-plot what all the clues are. In other words to run Gumshoe properly I need to start off by writing a locked-room detetctive story. And it needs to be locked room mystery because otherwise the clues aren't finite in the same way.</p><p></p><p>So. For the above reasons I can't see myself wanting to either play or run Gumshoe - it requires a very DM heavy type of game that I'm neither comfortable with nor interested in running.</p><p></p><p>Now, now we've established that it doesn't do what I have much use for a game to do, let's ask whether it's good at its job. And I see the following reasons why not.</p><p>1: It's too fiddly for the results; I don't need to learn a new system to handle that. </p><p>2: Solving pixelbitching in locked room mysteries doesn't provide me with anything that useful.</p><p>3: The combat sucks.</p><p>4: Good adventures in my experience are like good meat - best cooked rare. It doesn't help me run the detective games I might want to run; it gives me a structure to run a set type of detective game. Which is not a problem but falls far short of what I think it's intended to do.</p><p></p><p>There are some people it works well for. I'm not one of them and that's why.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7688722, member: 87792"] OK. I haven't even tried to publish a game although I have hacked quite a few. But when choosing a system to hack from I have to ask myself two questions: 1: Is this game trying to do something worth doing? 2: Does it do it well? And the answer to point 1 I'm afraid is, so far as I'm concerned, a resounding "NO!" What does Gumshoe claim to do? DM-as-God approach to telling detective stories. This is not something I want to do for the following reasons. 1: Occasionally running a detective story is fun. But it's not what I would want to do all the time. I probably don't want a full RPG set of rules for it. (A Fate plugin on the other hand would be lovely). 2: Because of the nature of the clues getting handed out I need to pre-plot what all the clues are. In other words to run Gumshoe properly I need to start off by writing a locked-room detetctive story. And it needs to be locked room mystery because otherwise the clues aren't finite in the same way. So. For the above reasons I can't see myself wanting to either play or run Gumshoe - it requires a very DM heavy type of game that I'm neither comfortable with nor interested in running. Now, now we've established that it doesn't do what I have much use for a game to do, let's ask whether it's good at its job. And I see the following reasons why not. 1: It's too fiddly for the results; I don't need to learn a new system to handle that. 2: Solving pixelbitching in locked room mysteries doesn't provide me with anything that useful. 3: The combat sucks. 4: Good adventures in my experience are like good meat - best cooked rare. It doesn't help me run the detective games I might want to run; it gives me a structure to run a set type of detective game. Which is not a problem but falls far short of what I think it's intended to do. There are some people it works well for. I'm not one of them and that's why. [/QUOTE]
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