Some interesting design wrinkles I’m seeing with regard to BubbleGUMSHOE.

Basically, creating pre-generated characters for a convention game is a bit more involved than normal. GUMSHOE has a sliding scale of beginning skills for characters that’s dependent on how many people are playing in the campaign. That basically means that I have to design three different character sheets for each PC: one for a five-person game, one for a four-person game, and one for a three-person game (if I don’t get three players I’m not running the game, but I can’t imagine that Evil Hat isn’t going to be good in a pinch for a player or two for their own new game line).

This is not really a problem; it’s more like a special wrinkle for running a con game.  The regular character generation system GUMSHOE uses will just eat up too much game-slot time for my liking; I’m going to want to have my players be ready to go within five minutes of showing up. Which means that I need to concentrate heavily on archetypes, and encourage my players to rely on cliches a bit.  Which also suggests that this game is going to end up being an exercise in low humor.

Ach, well, that’s how my games usually go anyway.

2 thoughts on “Some interesting design wrinkles I’m seeing with regard to BubbleGUMSHOE.”

  1. Same thing in the NBA free rpg game, Van Helsing’s Letter. They made 6 pre-gens and then added this:

    The characters are built on 20 Investigative
    points. If you have fewer than five players…

    4 players +2 Investigative
    points each
    3 players +4 Investigative
    points each
    2 players +12 Investigative
    points each

  2. Eh, it’s not unique to GUMSHOE, really. I’ve had GMs divvy up skills from an unchosen character, when there were 5 instead of the planned 6 players. GUMSHOE sounds more formal about it, though.

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