simonjrogers ([info]simonjrogers) wrote,
@ 2008-04-08 16:35:00
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Entry tags:gumshoe, pelgrane

GUMSHOE and the meaning of Health
In GUMSHOE and a number of other games, characters have a Health pool. In GUMSHOE, if someone shoots at you, and they spend enough points, they will successfully "hit" the first time and every time until they run out of points. But, you are not actually significantly hurt by any kind of weapon until your Health goes below 0. Now if somebody is shooting at you and actually hitting you, this doesn't seem right. And that is because Health down to 0, at least has an abstract function, just like other pools.

The best handle I can give on this is that pools police narrative plausibility. In narratives and in rpgs if a character is in gunfight after gunfight and is never hit, it becomes less and less satisfying. Fine tuning the maximum Health for example can be used to make the difference between a Purist and Pulp game in the case of Cthulhu; in a Pulp game, your hero avoids injury when bullets fly, in a Purist game not so much.

For NPCs, the Health rating can be a measure of their combat ability, an extraordinary constitution, or their narrative importance. An unimportant NPC who happens to be a combat monkey can still start out with a Health of 0, and be killed by the first bullet which files in their direction. This method can be used for mooks, or in a horror game to kill the reassuring authority figure unexpectedly and horribly.

One final example. A weedy PC is sitting in a bar. A sniper fires at the PC. It's not going through their head in any RPG, is it? A combat veteran NPC in the same bar? Straight through the head - brains on the table.



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[info]wordwill
2008-04-08 03:40 pm UTC (link)
I wasn't prepared for the narrative flexibility in the system, at first. A system as simple as GUMSHOE is, often, rigid. GUMSHOE is surprisingly robust for a one-die, player-facing game.

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[info]kruku
2008-04-08 05:41 pm UTC (link)
Give & take. It's fast but lets the palyers live long enough to get some gamimg done.

But it would be nice to shoot another player-charcter between the eyes when they question the competence of one's tailor:D

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[info]raconteurx
2008-04-08 06:47 pm UTC (link)
The easiest thing to do is encourage players to roleplay the minor effects of Health loss, much as the "Roleplaying Instability" sidebar (p. 72) in Trail of Cthulhu suggests for loss of Stability. A small reward to thank them for their contribution to the game's atmosphere should suffice... extra build point at the investigation's conclusion, allow a refresh during an in-game lull, etc.

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[info]simonjrogers
2008-04-09 10:11 am UTC (link)
I think that it's just bullets which stop this approach from working - for scuffling and some weapons, this works fine.

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[info]hybridartifacts
2008-04-09 06:36 am UTC (link)
I like the idea of health being used as a measure of a characters narrative importance ;)
Too often rules for rpgs focus on simulating reality, not simulating narrative fiction. Which is the more important in an rpg? Knowing if someone WOULD die if they fell of a cliff, or SHOULD die? It's always tended to be 'would', when surely 'should' is the better approach?

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[info]simonjrogers
2008-04-09 10:12 am UTC (link)
It's not so much that one way is necessarily objectively better; it's whether you prefer RPGs which attempt to make some sort of simulation of reality, or of narrative fiction.

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[info]hybridartifacts
2008-04-09 10:31 am UTC (link)
A fair point. I have always been more of a role-player than a wargammer and tend to see the simulationist approach as being far more in line with the lead figure style of play harking back to dnd's origins as a development of war games. In the end like most things it's a preference. I do find the increasing tendency to see systems that reflect less simulationist approaches rather refreshing though-too often rules systems just blindly adopt the model set out by dnd without asking if there are other approaches they can include or take. The idea of allowing for health to reflect both traditional uses and narrative ones gives the flexibility of both worlds and is highly commendable!

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