using freeform "question-answering" moves in fiction-first games

Jason Cordova: big genius. one of the more interesting indie designers imo. I steal his ideas, gut them, smear their blood into blogpost. you read it. we kiss. 

the big one from Brindlewood Bay and The Between is the "answer a question" move or the "theorize" move or something like that. More or less, those games are about solving mysteries. but the work (or fun if that's your speed) of actually constructing a mystery is offloaded from the gm, who instead has the easier (in my opinion more fun) of setting a Complexity rating to the mystery and creating a list of thematically appropriate and suitably interesting capital C Clues.

players get Clues as rewards for investigating and exploring stuff, and then, when they have enough Clues, they can initiates a game phase where they start to discuss the solution to the mystery or question, creating connecting the dots between Clues they'd gathered and generating conclusions and associations as they come to mind. 

When they've reached a consensus, they make a roll (2d6 + Clues incorporated into the answer or otherwise explained away, - the Complexity of the mystery/question) and then consult a pbta type chart where:
10+ means the player's conclusions are correct and can be acted on
7-9 the players theories are correct but with some unpleasant complication or oversight
6- incorrect + some additional unpleasantness

to be super clear, this isn't a behind-the-scenes roll; it's foregrounded; that the players are generating the solution to the mystery themselves is part of the buy-in for these games, and the challenge lies in compellingly connecting desperate evocative elements.

i think that a lot of fiction first OSR/NSR/FKR/??? people are going to have a negative gut reaction to the idea of incorporating something like this into their games; it's suuuper narrative-y obviously, and it's easy to see how it could shatter the illusion of a coherent world separate from the players and their characters.

however, it's not that different then what happens a lot in games of that type. particularly with the recent penchant for dark-souls-y storytelling in the fiction-first scene, the idea of players frequently going over the rumors, items, names, and other bits of lore that they've accumulated and forming theories about the world with no final authority to tell them yes or no should be pretty familiar. 

 In fact, that's like 90% of the allure of the dark souls approach; by placing the story elements in the player's hands and letting people muck about for themselves, Fromsoft ended up developing a community with deep attachment to lore that they've dedicated months to researching and puzzling over. 

plus, if you've been running games for a minute (even games with a ton of well-documented simulation style elements) and you tell me you've never covertly replaced one of your own ideas with a player theory, i'll believe you, but i won't respect you. 

anyway, deriving meaning from randomness has been a hallmark of fiction first games for a long time; traditionally it's a role reserved for the GM and their cache of random generators, but i see no issue in sharing the fun with my players, especially since Cordova's games explicitly call for the GM to take part in the discussion themselves, since they have as little of an idea about the "truth" of the mystery as anyone else. 

to the point, i'm running a Starling and Shrike apocalyptic mercenary detective game with a ton of established history and lore, but i'm still using this method for mysteries. so far, so good. it lets me play a lot more fast and loose and cuts back on my prep while also getting my players a lot more invested in the setting and locales they've been investigating than they've been in previous mystery games i've run.

 once my Dungeon23 is finished, i think i'll run it in a similar way. i've been writing rooms using the Big Oracle with complete disdain for cohesion, letting themes emerge organically, and rather than try to prune it in post, i think i'll just throw my players in there and let their monkey pattern-brains do what they do best: make meaning. 

Comments

  1. Fuck yes this is a cool way to frame it within the scene

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  2. This is really cool! Sounds a lot like how I try to use Concept Crafting and what I was at one time calling "Tabletop RPG as Performance Art", or just a general approach to Weird. The challenge is not in problem-solving in the conventional/OSR sense, like solving puzzles (or in this case mysteries), but instead in confronting these Weird, ill-defined things, and conceiving ways to interface with or make sense of it all.

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    1. Exactly! I was hoping you'd dig it lol, the vitriol on some of the xSR discords was intense as expected lmao. But you're exactly right: how'd the commander end up thrown from a weather balloon? What was the role of the bloodied tap shoe, the sudden explosion at the gallery, and the tank of very expensive carnivorous eels?

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  3. Ooh, that’s interesting. Now, let’s put that to a test!

    Here is your case, detectives:

    Lady Grey lies dead in the bedroom of her summerhouse at the coast. It looks like she drowned, but the room itself is completely dry. The frame of the bedroom window is encrusted with marine snails from the outside.
    Her corpse is clutching a little spoon in her left hand, which doesn’t fit to any of the cutlery sets in the house. One of the pictures was taken from the wall and lies shattered in the stairwell outside of the room.
    You’ve found some letters that hint on an affair between the Lady and a young woman from the harbour. There are rumours that this woman might be a witch.
    The husband of the lady acts like he’s shocked, but you noticed that he was looking around the room, when he felt unwatched. Seems as if he’s searching for something. He has a bruise on his neck and avoids answering questions about it.
    There are documents hidden inside of an ugly porcelain doll. As far as you can tell they are about the transfer of a huge amount of money to a bank-account at the harbour-bank. The sentence “mind the flying fish, Eduardo!” is written on them with red ink.
    The butler tells you that the lady was visited by the owner of the fish-factory two times in the last three days, even though they haven’t been talking for years now, because of an ongoing feud between the two.
    All the butter was stolen from the house.
    Who has killed the lady?
    Write down your theory, which clues you’ve included and how your roll went.
    Good luck with the investigation!

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    Replies
    1. Oh fuck me, this is good. This is really good!!!

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    2. Ha, glad that you liked it! Thanks for the inspiration! I didn't know this approach to mystery before and have to say that it is so much more fun (and much less stressful) than preparing a full coherent mystery-situation

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    3. hell yeah! go forth and fuck around!!!

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