jhkimrpg ([info]jhkimrpg) wrote,
@ 2007-01-18 16:37:00
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Esoterrorists Play Report
So as part of the EndGame Oakland mini-con, I played in a scenario for Robin Laws' recent game, The Essoterrorists, as game-mastered by Brian Williams. The event description was:
The Essoterrorists are a world-wide conspiracy of cultists dedicated to undermining objective reality. By weakening the barriers of rational thought, making the world seem more senseless and insane, the Essoterrorists work to rend the fabric of shared consensus in order to let the monsters in. Their ultimate ends are shrouded in mystery, but there exists a counter-conspiracy dedicated to preventing the from turning daily life into an unremitting horror nightmare. You are members of this counter-conspiracy, elite, highly-trained investigators standing firm, protecting the rest of the world from terror and insanity. You are the thin line, and only you can find and stop the Essoterrorists.
We had three players: Eric Todd, Paul Tevis, and myself.

The short form is that we created characters in around an hour, then played through an in-depth investigative scenario in the remaining 3 hours of the slot. While we had learned about an incidental mundane case of corruption, we did not get any real information on the supernatural mystery we were trying to unravel. As we packed up for lunch, the GM Brian briefly explained to us the backstory to the mystery. In retrospect, I believe that the scenario wasn't designed to be completed in 3 hours of play with newbies. However, at the time, we were convinced that we had thoroughly failed and were planning our jail time rather than feeling that we just didn't have enough time.

I have a major caveat here that I do not own the Esoterrorist rules. So below I will talk solely about how we played the game in the event, which may or may not be how the rules are written. Anyone who owns the rules may correct me. I won't include spoilers for the scenario, but I do want to comment on the mechanics as we played them and on how the scenario went.

Character creation went pretty well. Brian explained the concepts. Character creation consisted of two pools of points: 24 points among the 38 investigative skills and 60 points among the 13 general skills. We understood that it was important to have between the PCs at least one point in each of the investigative skills. Therefore, we came up with character concepts which roughly spanned the full range of 38 investigative skills. Eric decided on a professor of literature, Paul picked an Irish ex-policeman who was now a Catholic priest, and I made an anarchist hacker. After that, we ran through each of the investigative skills, saying each one aloud, and then one or more of us would say that we could take a point in it.

As we played it, there were three key mechanics. The first was that while we were either looking around or interacting with an NPC, we could declare what investigative skill we were using. Certain skills would result in certain "free" clues (i.e. declaring that we were using Interrogation in talking to a particular NPC would get us certain information).

The second was that we could spend points from the pool of our investigative skills to get extra information beyond the "free" clues. For example, if using Interrogation, we could spend 1 point from Interrogation and get extra information out of the subject. In principle, we thought the GM should make clear if there was extra information to be had.

The third was that for regular, non-investigative tests -- we spent points out of our skills to add to a 1d6 roll. As we played it, this pool refreshed at the end of each scene. So, for example, if I had a 10 in Infiltration, that meant I could add +10 to one roll in a scene, or +5 to two rolls in a scene, etc. However, I'm not sure if this was completely correct.

Free Clues

The free clues basically worked. However, as we played it, I think all three players were a bit confused by the effect on play of explicitly naming skills. To us, all of the NPCs we talked to seemed extremely hostile at first, which made us think that we had little chance to break them. For example, one NPC seemed to immediately stonewall us, so we tried to distract him and instead break into his computer. However, when we picked the correct skill to use (in this case Interrogation), he spilled everything. The information we got from the computer was only a minor subset of what the NPC confessed.

This completely tripped us up two more times. We came in with an idea of how we were going to approach the NPC, and we got the information only by trial-and-error of different skills. Simply put, this did not flow well with speaking in-character. Perhaps we were missing some advice in the book about how to mix in-character dialogue and this procedure, but it was tricky.

This may be influenced by scenario design. I think the NPCs were defined by a single defined skill which should be used on them to get the information. That doesn't lend itself to terribly believable characters. Just allowing multiple skills to work would be an improvement.

Paid Clues

During the scenario, there was a crucial aspect to the initial scene that we only learned much later upon spending an Occult Studies point. I think this was not intended to be a core clue -- but it completely changed our view of what was going on. In retrospect, I think that we weren't per se sidetracked from what was intended. However, at the time it felt extremely frustrating because we only belatedly got information about evidence we had seen from the start.

I originally reported on what I had heard of the GUMSHOE system as Cthulhu News in October -- noting this as a core mechanic. At the time, I said I was wary but interested. However, based on this I have to concur with Brian Gleichman's assessment in his second comment. When spending for investigation, you don't know what you'll get for the point(s) you spend, which makes the decision arbitrary as far as game play.

This doesn't make them inherently bad, but they should be minor rather than revelatory. If they're important to how the plot goes, then the adventure can be messed with by arbitrary patterns of spending. The Occult Studies clue in question should have been given from the start, in my opinion. Personally, I would in retrospect prefer to roll on extra clues rather than choose them. Obviously, I can choose to roll for whether I spend or not -- but my expectation was that I should be choosing somehow.

Skill Pools

For the non-investigative tests we had to decide how much to spend on a roll from our pool for the scene. My answer to this depended critically on what constituted a scene break, which was never fully clear to me. For about half my rolls, I dumped the whole pool since it seemed like the scene was short.

I didn't have a big problem with this within the context of the scenario, but it seemed odd for my character's ability to vary so much within a scene. i.e. I might dump all my points in an important Infiltration roll and succeed, and after that other characters do any further Infiltration until the next scene.

Then again, this might have been an issue with interpreting the mechanics.

Scenario Design

After the mini-con, I saw online a flowchart of this adventure in particular. Within the flowchart, each of the scene was shown as having only one way to the next scene. There were eight scenes which were marked as core scenes which followed one after the other, and only two optional scenes off of the mainline flow. Both of them were purely sidetracks -- i.e. they just directed you back to the next scene of the sequence. In our run, we had gotten through 5 of the 8 scenes, it seemed. Each scene indicated a particular skill which was to be used to move to the next scene.

This strikes me as an very narrow linear flow. Compare to, say, the clue tree from the Millenium's End sample adventure "The Thanatos Factor". That has 18 scenes, but they have many interconnections and there are a variety of paths through them.

Questions

So basically I was not left with a good impression, nor were Eric or Paul as I got them. However, there wasn't a distinct single problem. Looking it over, it seems to me like the linear path is the biggest issue. In particular, it doesn't seem to encourage creative thought in different approaches -- like distracting the witness to search his computer records instead. Instead, we were encouraged to follow the prescribed path.

Some of this might just be to say that we weren't the target players for the system and scenario. However, I think there could be some lessons here for future games implementing the basic GUMSHOE system and/or scenarios for that system. The system certainly allows multiple paths and multiple ways to get from one scene to another. The trick is avoiding making it seem like multiple choice guessing.


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[info]rob_donoghue
2007-01-19 01:42 am UTC (link)
I got a copy from Rich Stokes, and upon reading it, I suspected it might go about as you describe.

So far as I can tell, you varied from the rules on one key point, and I think you probably improved the game by doing so. By the rules, pool refreshes are quite slow. Investigative pools refresh at the end of each case (expected to be 2-3 sessions) as do most of the general abilities. The exceptions are Health and Stability (Which have their own special rules) and physical abilities - Athletics, driving, scuffling and shooting - which refresh after 24 hours since the last expenditure.

On reading, it struck me as a great way to make sure characters are really bad at what they do, but I haven't had a chance to test it yet. In all honesty, the general abilities worried me much more than the investigation did.

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[info]mearls
2007-01-19 05:39 am UTC (link)
I've never been a fan of the "spend your competence to do something" mechanic that showed up in Dying Earth. It works in some cases, such as DE's social mechanics, but otherwise I find it uninspiring. It pulls me out of the game far too quickly for my tastes, since the interface so obviously lies outside the game reality.

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[info]bruceb
2007-01-19 05:56 pm UTC (link)
I agree. I've toyed with but never really written up an opposing take, where doing your competent thing reinforces your ability to do it and some related chores but penalizes your ability to do other things, until you get to kick back and de-intensify. But it'd take writing a skill web-like thing for the Storyteller system and I never got around to that, fun as it might have been in principle.

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[info]neelk
2007-01-19 09:59 pm UTC (link)

I don't mind the spend-the-points systems, but only when the pools refresh each scene. Then you can use them as basically timers for a scene, the way hit points work in D&D -- they're a timer to tell you when the scene is at an end. Then the problems with mimesis go away, too, because the action is A&B contending for a while, and the higher-skill guy eventually wins (modulo random chance).

Another problem with point pools that persist longer than a scene is that they create asymmetries between the PCs and the NPCs. The PCs are on-stage all the time, and any given NPC is on-stage only occasionally. This means that the NPCs have more points-per-appearance, and that makes it harder to play them, because you-the-GM have to hold back, and that means that it's harder to just play the NPCs straight. I had this problem with miracle point pools in Nobilis.

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[info]whumpdotcom
2007-01-19 08:23 am UTC (link)
Ooh, it sounds like you were playing a game adaptation of Grand Morrison's The Invisibles.

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[info]princeofcairo
2007-01-19 06:00 pm UTC (link)
This is interesting, as the whole point of the game as she is wrote is to prevent exactly your team's frustration. I have only read the scenario the once, and never played through it, but I suspect that the "linear path" of that adventure is too long for a three-hour demo (Robin elsewhere says that a standard case will take 2-3 play sessions) and you mistook missing a short-cut for missing the main story line. In other words, you played only the first third of an episode of CSI. No wonder it didn't work. I have had that problem over and over in con demo games, both as GM and as player; as GM I finally figured out ways and means to fix things -- mostly making the plot far more linear, as it turns out.

Second, the general skill pools *don't* refresh per scene but per story. (Beatings and such heal faster.) You're meant to husband those points over the course of the investigation -- thus setting up a mechanical reward for spending on paid clues, in the form of a shorter (potential) investigation arc and thus more pool points over its course. Contra [info]rob_donoghue and [info]mearls, I don't think your change improved things -- it certainly sounds from your report that it didn't.

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[info]jhkimrpg
2007-01-19 06:54 pm UTC (link)
I did mention that the scenario was slated for longer than we had. However, I have been in convention games where we had fun going through it, and at the end felt wished we could keep playing some later time to finish things. This was not one of them.

I had avoided spoilers, but the point where we ended was that we had been captured by the military, identified as imposters posing as FBI agents, and threatened with being held as enemy combatants. A peculiar thing here was that when I first spotted the MPs, I said that my character would run. However, Brian (the GM) responded about how our organization's policy was to sit tight if captured and hopefully be rescued. Now, as it turned out, it seems that being captured and "interviewed" appears to be in the scene flow -- and apparently we were supposed to use Impersonate to move on to the next stage. Brian asked us several times if we wanted to say anything to the interrogators, but we stuck to our guns of not letting out information. No one suggested impersonation, but if they had, we would have rejected it as totally implausible under the circumstances.

However, neither the ending nor the missing clue were the sole issues we had with the run. If we had continued on for another three hours, I suspect we would have finished but still felt dissatisfied. Now, I'm pinning a certain amount on the linearity here, while you're suggesting that linearity can work given other changes. That's a bit of a more general debate, and I should probably have a separate post on it.

Regarding general skills...

Well, on the one hand, I'd agree that the general skill pool spending meant that mechanically our characters were enormously competant at the few non-investigative tasks we tried. However, that wasn't a problem in this adventure -- it certainly didn't make us over-powered. For example, I succeeded massively at an Infiltration roll to break into an office, but it got me very little information, and we ended up instead kidnapping the CEO at his home to force him to talk. I think what Rob and Mike were referring to is that husbanding the general skill points means that your character is not reliably skilled. Particularly for investigative scenarios, you don't know what's coming ahead, so you don't know how much to dump of your Infiltration pool now as opposed to later.

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Linear vs multiple solutions
(Anonymous)
2007-01-21 09:48 am UTC (link)
John Kim:

However, neither the ending nor the missing clue were the sole issues we had with the run. If we had continued on for another three hours, I suspect we would have finished but still felt dissatisfied. Now, I'm pinning a certain amount on the linearity here, while you're suggesting that linearity can work given other changes. That's a bit of a more general debate, and I should probably have a separate post on it.


I think it would be very useful, here, to distinguish between a linear scenario (which is what PrinceOfCairo (Hite??) is talking about, and there being more than one way (more than one skill) to get from diagram block A t diagram block B (which is at least part of your complaint).

It sounds as if the convention scenario that you tried suffered from the second problem, that the *only* way to get past that particular woman was by using the Flattery skill. If the scenario designer had made sure that there would always be 2 skills (i.e. that Impersonation would not be the *only* way to get out of the jail cells) that would let the PC party progress, and sometimes 3 skills, you might have had a different experience.

Nevertheless, GUMSHOE certainly doesn't sound as anything I'd enjoy playing. And as for GMing, it just reinforces my dislike of the notion of GMing other peoples' rules designs.

--
Peter Knutsen
sagatafl.org

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[info]rob_donoghue
2007-01-19 07:04 pm UTC (link)
Just to counterpoint - the alternative would have been that you would have had all the problems you have stated, and would have had the extra fun of failing many more of your rolls. If you felt the rolls were genuinely far to easy, then correcting it would probably be an improvement, but otherwise...

This is, by the way, not a broad slap to the game. I think the simple issue is that there's a pretty tricky balance between the consequences of failure (Which are, as written, fairly absolute), the number of rolls required, the difficulty of those rolls, and the frequency of refreshes. It's not that I don't think that balanced can't be achieved, but rather that I think the game provides too little guidance on how to achieve it.

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[info]rob_donoghue
2007-01-19 07:07 pm UTC (link)
Me Type Pretty Some Day

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[info]zdashamber
2007-01-19 06:31 pm UTC (link)
Yup, Eric wasn't impressed. We talked about it briefly on Sunday at gaming and he also mentioned the problem of all the NPCs being assholes until the right skill word was mentioned.

An unrelated amusing bit recreated from memory:

JEFF, grinning: Also, that's a terrible pun in the title.
ME: ? I don't see the pun.
ERIC: Esoterrorists. It's a mix of ecoterrorists and esoteric.
ME: Ah. I guess when I heard "esso" I was thinking of something you spread on canvas before paint.
JEFF: That would be gesso.
ME, grinning: Gessoterrorists might be a fun game...

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[info]jhkimrpg
2007-01-19 07:02 pm UTC (link)
Yeah. The thing with the NPCs was that the initial stonewalling of the NPCs made it really unclear what skill we should try. For example, there was a woman whom it turns out we were supposed to use Flattery on -- but when she immediately shoved back as hard as nails, the thought of using Flattery seemed completely out of place. Not that multiple-choice skill guessing is terribly interesting in the first place.

P.S. In the event form, it was mispelled as "Essoterrorists" -- but yes, the actual title is "Esoterrorists", with a deliberate reference to "esoteric".

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My take
[info]simonjrogers
2007-01-22 06:35 pm UTC (link)
I think this is clear example of what happens if you play around with game currency. It's pretty much the same as if you hadn't played D&D before and decided spell casters should be able to refresh their spells at the end of each round. I think this may have had a knock-on effect to the other problem you experienced. The fact that the adventure was designed to last 3-4 sessions, and the first scene alone about an hour also seems to have had a negative impact.

The occult clue you mentioned in the first scene should have been given freely to anyone who examined the room and had occult studies (all PCs)

The NPCs do have player-facing interpersonal buttons, but this shouldn't result in stonewalling all other skills. The idea is that you try out various ways of getting the information in character by roleplaying, and point spends only emerge after this process. The GM has the flexibilty to allow you to spend points from other pools if he thinks it is appropriate, and certainly if the game slows down. The whole point is to avoid this.

The problem you describe of going through a list of skills to see which one fits suggests a mentality of trying to hide the clues. In GUMSHOE, they should really be given out fairly freely. I was keeping a look out for this possibility in playtesting, but it didn't happen at all. It's something that happens in games where you roll for clues, or roll to persuade NPCs, too.

Still, it was a first game for all of you, and I hope you give it another try.

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Re: My take
[info]balbinus
2007-02-02 11:15 am UTC (link)
To be fair, the GM did not from the sound of it run the game quite as written, I have a copy and it's not intended (and written fairly clearly that it's not intended) to be run in quite this way.

The game is explicit that if the players come up with another tactic that might work that isn't the one first thought of in a scenario design, then that other tactic should work. The guess the skill approach you encountered is contrary to the game's rules as written.

The whole stonewalling npc who gushes thing sounds more a GM issue than one in the rules, again the rules don't support that approach.

I have some reservations about Esoterrorists myself, I've decided to sell my copy but will buy the Ken Hite version when it comes out - that simply appeals to me more than the current setting, but this GM did not run the game as written.

For example, on page 54 it says very clearly that "any player who provides a credible and entertaining alternative method of acquiring that clue" should be given a clue.

Equally, there is an entire section of advice dedicated to the importance of avoiding railroading and maintaining the players' actual freedom of action, this is separate to another section which deals with avoiding the impression of railroading. The game is detailed on this stuff, advice on how to avoid it looking like you are railroading and advice stressed as more important on how to make sure at the same time that you aren't actually railroading.

There were other problems with it as run also, having a copy of the book it seems to me this GM didn't know the rules so well or chose not to follow the advice in the book on running the game, as such you didn't really get a fair exposure to it and I don't think it's representative of the book as written.

That said, these things happen at cons of course, I've had the same happen to me on occasion. I just thought it important to note that unsatisfying as this undoubtedly was the problem seems more one of the GM not following the book than the book's actual rules. And as I say, I'm selling my copy so I'm not posting this as a fan of the game, just in the interests of being fair to it.

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