Sunday, 9 February 2025

The Clue Trail - Dead, Dead, Deadski (GUMSHOE All)


Beetlejuice

Once upon a time I discussed the Clue Trail and recommended, among other things:

Rule of Four. There are Four ways in: Academic, Technical, Interpersonal, General. What you need is one clue for each of the ways in, so one Academic, one Technical, one Interpersonal, one General. 

Why do it this way? Well, apart from the usual benefits that come with the Rule of Four, you get one extra: split four ways among the four Ability lists, someone in the group will have at least one of those Abilities with points to spend. That means no matter how Scooby Doo it gets one of your dream team will find their way to the mystery. 

I went further and pointed out that this works best when dealing with the unexpected. You didn't think the characters would go to Berlin, say, this week, but here they are, scarfing up the curried bratwurst. What to do when they go looking for trouble?

Now, let's say that this wasn't an accident. Let's say this was planned. Let's say that Berlin was always on the menu and that you had time to design something more in-depth.

Does that change anything?

Not really - but it does allow you to play with the spine.  

The spine, for those of you shaky on the concept, is that part of the scenario structure which holds everything together. It's the bit that connects the dots. The clues characters find along the way are the nerve endings, the capillaries, that wrap around that skeletal structure and put some meat on its bones. Some of these clues lead to valuable information that draws the characters further down the spine. Some are dead ends. Some go unhelpful places. But, in the end, they all lead to the End. The question is, which End?

Let's talk about unhelpful places and dead ends.

Now, in RPGs generally and in GUMSHOE in particular, there should be no such thing as a completely dead end. By which I mean, there should be no such thing as a dead end with nothing fun to do, or nothing interesting to be had. A dead end does not lead any further into the plot. That does not mean it's a complete waste of everybody's time. 

In that sense a dead end is very similar to capture scenes, which I've written about before. The same principle applies: as Director it is your job to make sure the characters have something to do if they find themselves in a dead end scene.

A dead end, strictly speaking, is a position with no hope of progress; a blind alley. Your players thought this clue led somewhere, but it doesn’t. Or that this network contact, this McGuffin, this whatever-it-may-be would have a result, but it doesn’t.

Or – and this is the one to keep an eye on – they ignore a clue that could have led somewhere and, because they did that, now it leads nowhere.

Let’s say for the sake of this example that their network contact Anton was working on [X] and said ‘I’ll have more information for you tomorrow.’ The agents then wander off and commit their usual misdeeds, only remembering about a month later (in game time) that their dear old pal Anton was supposed to be working on [X]. Whatever happened about that? Well, nothing happened. Maybe Anton’s information is out of date. Maybe Anton’s dead. Maybe he’s a vampire now because he got too close to the Conspiracy.

In all those cases what could have been a promising spine trail now is not, because there’s nothing more to be gained by going down that path.

However, just because it’s a blind alley doesn’t mean there’s nothing whatsoever to be gained by going down there. It won’t advance the plot, but that doesn’t mean you can’t have fun with the notion.

Here’s some ways you can do that.

  • Antagonist Reaction. There are bad things down that blind alley and they want to twist your head right off its delicate little neck. This can be a useful moment to kick off a fight scene, a chase scene, or some version of the Thrilling moment.
  • The Nature of the Beast. You don’t get any useful plot clues but you do find out a little bit more about the nature of the things you’re chasing. Maybe they twist time and there’s some evidence of that down the blind alley, or maybe they have necromantic powers and you discover some of their revivified victims. Oh look! Zombies!
  • The Nature of the Plot. Just because that laboratory burned down, taking all of its research experiments with it, doesn’t mean you can’t gain something by sifting through the ashes. Or maybe you notice that there’s things missing from the debris that ought to be there. If that safe was empty when the building burnt down, that tells you the records are still out there somewhere, even if you can’t find them at this location anymore.
  • The Nature of the Game, aka Rome. There may be nothing down that blind alley, but if it’s an evocative nothing, if it chills the blood and quickens the pulse, then it’s not a complete waste of everyone’s time. This is the moment most likely to cause a Stability check. It’s also the most likely to contain squick. Or, as Stephen King famously said, “if I find that I cannot terrify, I will try to horrify, and if I find that I cannot horrify, I'll go for the gross-out. I'm not proud.”
  • The Location of the Plot. This is probably the most useful blind alley, though it may be useful by default. Let’s say that the players had three choices as to where to go next. They went for option A, and it turned out to be a dud. That means the plot’s got to be in B or C, and now they’ve wasted valuable time on A they have less time to deal with whatever’s in store at B or C.

This last option is also the option most likely to frustrate the players so it should be used sparingly. However, there’s juice to be had from building up tension. If the players know it’s a race against time and they realize they’ve wasted some of that precious time following up a bad lead, then their natural reaction is going to be increased motivation spiced with panic.

OK, let's head back to Berlin.

In that example there were the following Clues:

  • Academic – History. One point gets the agent a general history of Teufelsberg plus the idea that the NSA left behind some interesting artefacts, buried in the rubble. 
  • Interpersonal – Tradecraft. One point gets the agent a general history of Teufelsberg plus some old NSA files, slipped to the agent by a friendly at the local CIA station.
  • Technical – Urban Survival. One point gets the agent a general history of Teufelsberg plus some maps and design schematics from back in the day, giving the agent a free Architecture bonus should they want it.
  • General – Sense Trouble. One point gets the agent a general recent history of Teufelsberg plus some spooky extras (unexplained deaths, criminal activity, ghost activity, whatever suits best). 

Now, for whatever reason, Teufelsberg is a dead end. Doesn't matter why; it just is. In that case you still have to slip something in there for the players to chew on. It might be an Antagonist Reaction, a clue to the Nature of the Beast, Plot, or Game, or it might be the Location of the Plot. 

For this particular location I favor an Antagonist Reaction. There are enemies at that location, and they will do the characters harm, or try to. 

Now, the players spend their one point of History, Tradecraft or whatever it may be. That means they get to Teufelsberg. 

What if they spend two points? That usually gets them extra bennies, right? What kind of extra benny can be had in a dead end situation?

Answer: advance warning that it is a dead end, or advance warning of what's waiting for them up there. In this case, the creatures lurking up that dead end give themselves away somehow. Maybe the characters notice peculiar shadows or get a warning of supernatural activity. It's quiet. Too quiet. That kind of thing. 

This gives them the opportunity to avoid the antagonist reaction or play into it. Point being, it gives them a choice. 

It gives them something interesting to do, even if this is a dead end.

That's it for this week! Enjoy!

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