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Why Aren't Designers Using The GUMSHOE System?
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<blockquote data-quote="gribble" data-source="post: 7689025" data-attributes="member: 12430"><p>It seems the conversation about other systems and effort/fatigue has been pretty well thrashed out, but I just wanted to point out that this makes a great deal of sense - especially in the example you gave. Imagine a research scientist hard at work in a university lab all day - I imagine by the end of the day he'll be completely mentally exhausted and not wanting to look at another equation. But he'll still be ready and able to chuck on his glad rags, kick off his shoes and spend the night partying and dancing (aka Carousing).</p><p></p><p>Many similar examples could be made around people relaxing after a marathon while reading a book, or even someone coming home from a hard day at work and doing part-time study. Humans as a whole are great at being "too exhausted" to do one thing while still having reserves of energy for something else.</p><p></p><p>Another good example of this kind of thing in a game system is 4th edition D&D, particularly the martial powers. The fighter can only swing his sword a certain way once per day, but he can swing it a slightly different way once per 5 minutes (encounter) and yet another way almost indefinitely. Great example of a system segregating and quantifying effort.</p></blockquote><p></p>
[QUOTE="gribble, post: 7689025, member: 12430"] It seems the conversation about other systems and effort/fatigue has been pretty well thrashed out, but I just wanted to point out that this makes a great deal of sense - especially in the example you gave. Imagine a research scientist hard at work in a university lab all day - I imagine by the end of the day he'll be completely mentally exhausted and not wanting to look at another equation. But he'll still be ready and able to chuck on his glad rags, kick off his shoes and spend the night partying and dancing (aka Carousing). Many similar examples could be made around people relaxing after a marathon while reading a book, or even someone coming home from a hard day at work and doing part-time study. Humans as a whole are great at being "too exhausted" to do one thing while still having reserves of energy for something else. Another good example of this kind of thing in a game system is 4th edition D&D, particularly the martial powers. The fighter can only swing his sword a certain way once per day, but he can swing it a slightly different way once per 5 minutes (encounter) and yet another way almost indefinitely. Great example of a system segregating and quantifying effort. [/QUOTE]
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Why Aren't Designers Using The GUMSHOE System?
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