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Why Aren't Designers Using The GUMSHOE System?
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<blockquote data-quote="werecorpse" data-source="post: 7688935" data-attributes="member: 55491"><p>I just can't keep up with you gribble. I will have another crack at trying to get across my opinion.</p><p>1) you say that porting the "auto success" to D&D will result in a preponderance of rogues & wizards. I assume you mean 3e & iterations of 3e? I disagree. The cooperative style of game means that as long as the party covers most stuff you are good to go. It may cause people to spread their points out more- although this may prevent them from getting the extra clue. Maybe, but the system otherwise massively rewards specialisation of skills so a bit of pressure the other way is no big deal IMO. This comment seems largely irrelevant to other versions of D&D and to other game systems.</p><p>3) your comment that gumshoe as a system doesn't require campaign management because it's in built is irrelevant to the fact you can deal with the problem of players designing characters that don't suit the campaign in other systems by telling them it's gonna have a focus on investigation and these are the rules - like you avoid a player making an aquatic elf rogue in a desert city scenario. Yes it limits options but D&D has a bazillion options. Almost any time you describe the type of campaign to people you reduce their options.</p><p>4) I agree gumshoe isn't designed for a dungeon crawl. My only point is that what I consider the prime idea of gumshoe mechanic (the auto success for important clues) can be modelled in other game systems and it works.</p><p>5) ok I misunderstood what you were getting at. I accept that gumshoe characters all start with the same amount of investigative points (that's a rule iirc). To the extent you consider this to be a crucial element of the system you are right it cannot be easily ported across the 3e D&D. I wasn't talking about that part of the rules. Savage worlds or BRP may better emulate this element of the rules - but as it wasn't what I was talking about ill move on.</p><p>8) OK it can be more than a minor thing but again IMO the major element I consider to be the auto success part (I note this is essentially what the OP says as well)</p><p>9) again - major part is the auto success system. I don't want to port across anything else.</p><p>10) the stated design objective is irrelevant to whether or not the "primary element" can be modelled in other games.</p><p></p><p>I have no problem with you playing gumshoe exclusively for your investigation style games and D&D for your dungeon crawling. My games tend to have a bit of both. Maybe this "it works well for investigation but not for X" is why it doesn't get much growth. Im sure Gumshoe has many other elements and nuances of the game that extended play would reveal. I'm not a fan of the limited resource mechanic for determining if you get an extra clue but I did really like the auto success I'm just saying I have found it relatively easy to port across the auto success system (no other systems that may exist within gumshoe) to other games. I'm not saying such games are identical in play style to a pure gumshoe game, or that they are better at modelling detectives. I'm just saying the auto success clue detection system can be used in other systems without too much effort.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7688935, member: 55491"] I just can't keep up with you gribble. I will have another crack at trying to get across my opinion. 1) you say that porting the "auto success" to D&D will result in a preponderance of rogues & wizards. I assume you mean 3e & iterations of 3e? I disagree. The cooperative style of game means that as long as the party covers most stuff you are good to go. It may cause people to spread their points out more- although this may prevent them from getting the extra clue. Maybe, but the system otherwise massively rewards specialisation of skills so a bit of pressure the other way is no big deal IMO. This comment seems largely irrelevant to other versions of D&D and to other game systems. 3) your comment that gumshoe as a system doesn't require campaign management because it's in built is irrelevant to the fact you can deal with the problem of players designing characters that don't suit the campaign in other systems by telling them it's gonna have a focus on investigation and these are the rules - like you avoid a player making an aquatic elf rogue in a desert city scenario. Yes it limits options but D&D has a bazillion options. Almost any time you describe the type of campaign to people you reduce their options. 4) I agree gumshoe isn't designed for a dungeon crawl. My only point is that what I consider the prime idea of gumshoe mechanic (the auto success for important clues) can be modelled in other game systems and it works. 5) ok I misunderstood what you were getting at. I accept that gumshoe characters all start with the same amount of investigative points (that's a rule iirc). To the extent you consider this to be a crucial element of the system you are right it cannot be easily ported across the 3e D&D. I wasn't talking about that part of the rules. Savage worlds or BRP may better emulate this element of the rules - but as it wasn't what I was talking about ill move on. 8) OK it can be more than a minor thing but again IMO the major element I consider to be the auto success part (I note this is essentially what the OP says as well) 9) again - major part is the auto success system. I don't want to port across anything else. 10) the stated design objective is irrelevant to whether or not the "primary element" can be modelled in other games. I have no problem with you playing gumshoe exclusively for your investigation style games and D&D for your dungeon crawling. My games tend to have a bit of both. Maybe this "it works well for investigation but not for X" is why it doesn't get much growth. Im sure Gumshoe has many other elements and nuances of the game that extended play would reveal. I'm not a fan of the limited resource mechanic for determining if you get an extra clue but I did really like the auto success I'm just saying I have found it relatively easy to port across the auto success system (no other systems that may exist within gumshoe) to other games. I'm not saying such games are identical in play style to a pure gumshoe game, or that they are better at modelling detectives. I'm just saying the auto success clue detection system can be used in other systems without too much effort. [/QUOTE]
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