Esoterrorists...good old occult detectives
Oct. 8th, 2007 11:27 amI’ve been reading off and on the Gumshoes game, Esoterrorists, and I think I’d like to give it a try. Anyone available next Wednesday (17th) or Friday (19th)? I imagine 4-6 players would work quite well, but I can handle a few more if there is that much interest.
Gumshoes is a game focusing on investigation. Basically it has a version of drama points broken down into flavors (investigation abilities) that drive one’s investigation. Usually having investigation abilities, like Forensic Anthropology, allow you to find the important clue – Quincy always finds the important bit of medical evidence – that allows you to progress along the mystery. You can spend from your pool to basically establish cooler facts, usually to drive character development, which is why I liken the rule to mechanics. The rest of the game (basically fighting, escaping and other stuff) is a pretty standard test system. I appreciate the fact that social skills are mostly bundled in the investigative. You just succeed when it’s appropriate and roleplay away.
Esoterrorists is, as you can tell from the name, an occult investigation game. X-Files and Conspiracy X and the like. I won’t commit to actually using their background for this game, but I doubt that will matter to most folks as it’s a rather generic background of “we all work for a secret society out to keep the insane occultists from making the world more insane” system. Little more than a framework to explain the supernatural and get the characters to where they need to be.
Gumshoes is a game focusing on investigation. Basically it has a version of drama points broken down into flavors (investigation abilities) that drive one’s investigation. Usually having investigation abilities, like Forensic Anthropology, allow you to find the important clue – Quincy always finds the important bit of medical evidence – that allows you to progress along the mystery. You can spend from your pool to basically establish cooler facts, usually to drive character development, which is why I liken the rule to mechanics. The rest of the game (basically fighting, escaping and other stuff) is a pretty standard test system. I appreciate the fact that social skills are mostly bundled in the investigative. You just succeed when it’s appropriate and roleplay away.
Esoterrorists is, as you can tell from the name, an occult investigation game. X-Files and Conspiracy X and the like. I won’t commit to actually using their background for this game, but I doubt that will matter to most folks as it’s a rather generic background of “we all work for a secret society out to keep the insane occultists from making the world more insane” system. Little more than a framework to explain the supernatural and get the characters to where they need to be.