I’m working on a GUMSHOE supplement for Dungeon World, using the former’s srd and taking a lot of guidance from Lorefinder. This is going to be a fairly involved project, but the basic thing I’m working on right now is the list of Investigation skills. Here’s how I’m thinking of organizing it; any input is welcome.
There will be twelve universal investigation skills, three categories (Social, Knowledge and perhaps Aptitude) with four skills each. At character creation, you pick one skill from each category and one additional skill from any category, for a total of four (or three, if you spend your extra point to improve the rating of a skill you already have).
Additionally, each class has a skill unique to them, and each race has an associated culture skill, so a Dwarf Fighter will know how battlefield tactics and dwarven ways offer insight in any given mystery.
I’m uncertain how often you should get more skill points, but I’m leaning towards one every level, on the assumption that increased rank will be as attractive as new skills. I’m thinking skill ratings would be capped at three.
I know this isn’t much to go on, but thoughts? On the skill layout, or the idea of the project in general?
I began creating a Slewfoot investigative playbook back in the day. I’ll send it your way.
Damian Jankowski Much obliged, thank you! Also yay, learned a new synonym for detective.
Could you make Compendium Classes that have these skills as moves? They could be purchased as normal that way
Maybe, but I’m thinking this is going to shape up like Perilous Wilds, where it’s an optional rule set that changes how certain classes and basic moves work, and influences how campaigns are structured. Until I work out the details, I won’t know how much sense it would make for just one character to be using investigative skills, especially considering how powerful GUMSHOE skills are in comparison to, say, Spout Lore.
Sounds awesome
neat
If you’re interested in the spirit of investigative roleplay – versus the crunch of additional skills and rules subsets – you should check out The Sprawl by Hamish Cameron. While it’s specifically a cyberpunk setting, there are very nice elements and basic moves that generalize to support investigation.
For example, a Legwork phase is built into scenarios allowing PCs to accumulate contacts, gear, and intel. The aforementioned gear and intel are nicely abstracted and capture the feel of “preparedness” while still being very PbtA. drivethrurpg.com – DriveThruRPG.com
Although, The Sprawl is explicitly not about investigating; it’s about finding the information then deciding what to do with it. I run Dungeon World in the same way. In my games spout lore is already as powerful as Gumshoe skills. Moves in PbtA should never block the story.
For an example of how you can use the mission system from The Sprawl for DW, check out The Crooked Thimble AP podcast.
crookedthimble.com – Iron Immortals – The Crooked Thimble Trick Dempsey
Hamish Cameron We’ve gotten pulled into an extended “pure adventure” series of sessions, but soon we’re hitting an ancient lost civilization city which will make PERFECT use of the preparation and mission moves.
The Sprawl is still the best format and moves I’ve seen for getting that pattern of prepare, execute, then pick up the pieces.