Showing posts with label inspectres. Show all posts
Showing posts with label inspectres. Show all posts

Monday, April 11, 2011

H is for Hardboiled Hollywood

This is kind of a repost from my previous roleplaying experience, but I don't really know how many people check out old threads about Inspectres on RPGnet these days.

In college, I was in charge of a detective radio drama called the Dead Hear Footsteps. We would write half-hour long scripts detailing the exploits of our hero, Hardin Lovelace, private eye (say it quickly), then perform them live on the college radio station. It's probably the most rewarding activity that I was ever involved in and I've been trying to do something similar with distant friends ever since I graduated last year.

As a huge fan of detective novels, radio plays and television shows, I've always been incredibly frustrated by their seeming lack of transferability to the gaming table. They can either be an exercise in pixelbitching for the right clue or GM overload in adapting a mystery to fit the players' actions. I was reading about the Gumshoe system used in Esoterrorists and Trail of Cthulhu one afternoon when I realized that I already owned a game that could be used to run a dynamite goddamned mystery: Inspectres.

You'd have to run it with a group of people well-versed in Chandler, Hammett, Nero Wolfe and Johnny Dollar, but I think that's a feature, not a bug. The mission ratings, players describing the clues or information that they uncover, the simple character creation, everything just... fits for a hardboiled detective game. Even the 'Confessional' works as radio-style inner monologue. So as follows are my Hardboiled rules modifications for Inspectres.

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Character Creation

Characters in this modified Inspectres have four basic skills, each covering an area of expertise.

Wits
Wits is the skill you'll use to piece together theories, outsmart armed guards, remember facts and figures and research information through records and libraries. Characters with high Wits are like Nero Wolfe, able to hypothesize and make connections even when the circumstances are dire.

Brawn
Brawn is the skill you'll use to sucker punch a torpedo, make your roscoe cough 'Ka-chow!', resist physical torture and do all sorts of physical activity. Characters with high Brawn are like Mike Hammer. His gun is quick.

Legwork
Legwork is the skill you'll use to tail a mark and remain unseen, get in touch with your contacts, question witnesses or break into someone's house to find evidence. Your Legwork skill is also used whenever you want to buy (or have access to) equipment. Characters with high Legwork are like Boston Blackie, with contacts in the underworld and a criminal disposition.

Cool
Cool is the skill you'll use to con someone into believing you're someone you're not, seducing the gangster's moll and convincing people to tell you secrets. Characters with high Cool are like Philip Marlowe or Sam Spade, able to talk their clients and enemies into revealing everything.

You have 9 dice to distribute amongst your character's Skills. No one skill can be rated higher than 4 or lower than 1.

Each character also has a Talent, either something they're naturally good at or a skill they picked up before working at their detective agency. Choose an area where your character will gain a bonus die. Whenever this area comes into play, you'll roll an extra die. Sample Talents include:
  • Car Mechanic
  • Ex-Stuntman
  • Incredibly Beautiful
  • Academic
  • Cast Iron Stomach
  • High Society
from the rulebook (don't sue me, Jared)
When using a Talent, strive to be creative! And remember that your character is allowed to use their Talent in any of the four skill areas. So if your ex-mechanic gets into a scrap, boost your Athletics roll by using a monkey wrench as a weapon. If your agent is sexy as all-get-out, maybe you can get the team a good deal on a used car (a bonus to the Legwork roll).
Agency Creation

Since you're just a fledgling detective agency, you get 6 dice to divide among your Agency's accounts.

Gym Membership - Gym membership dice can be spent to add to Brawn rolls.
Library Card - Library Card dice can be spent to add to Wits rolls.
Expense Account - Expense Account dice can be spent to add to Legwork rolls.

All unallocated die go into the Bank, which can be spent on any roll and used to alleviate the effects of Stress on your investigators (nights in the speakeasies, movies, pleasurable companions, etc...) However, there is a much bigger risk in spending Bank dice. Whenever a Bank die is rolled, there is the potential to regain it, lose it, or lose your entire Bank.

Example Stress

Get shot at by two guys bursting through the door with guns (as per Chandler's Law): Two dice
Find your dead client: Two dice
Tortured by syndicate henchmen: Three dice
Double crossed by...
- Sneaky Peter Lorre type: Zero to one die
- Femme Fatale: Two dice
- Best Friend: Three dice
- True Love: Four dice

Friday, April 8, 2011

F is for Fun

Seriously, if you're not having any fun, why play RPGs?



The most consistently fun RPG I've ever run is Jared Sorensen's Inspectres, the first and arguably still best 'Narrativist' or indie RPG I've encountered. I first downloaded the PDF back in 2005 and since then, I have run dozens of incredibly successful sessions of supernatural hunting fun with gamers and non-gamers alike. Though many games tout their ability to be run relatively prep-free, Inspectres is really the only game that I have been able to run successfully with absolutely NO prep. The player buy-in for Inspectres is honestly stronger than most fantasy or sci-fi RPGs, because EVERYONE has either seen Ghostbusters or watched a Monster of the Week supernatural TV show (Buffy, Angel, X-Files, Supernatural, et al.) Failing that, they can always basically play themselves.

The system is super simple: characters are created with 9 points put into four Attributes (Athletics, Academics, Technology and Contact) and a Talent that adds a bonus to these rolls when in use (ie. Mechanic gets a die bonus when fixing a truck, swinging a monkey wrench, haggling over a van, etc...) Each assignment is measured in Job dice, which are acquired as characters come closer to solving the mystery, defeating the monster or finding the missing MacGuffin. But what makes it so easy to run without any prep is the fact that narrative control is shared (if not dominated) by player input.

When players succeed at their Attribute rolls, they describe the results of their success. When a character is researching the apartment complex inhabited by ghosts and rolls a 6 on one of their Academics dice, they get to decide what is causing the building to be haunted. It could have been built as a natural conductor for ectoplasmic energy like Dana Barrett's apartment building in Ghostbusters or built on top of a textile shop that caught fire, killing everyone within. It's all up to the players, which means that you, as the GM, can just concentrate on setting up the initial scenario and rolling with your player's ideas, keeping the Stress on the whole time.

I've adapted the rules of Inspectres to hardboiled detectives, Leverage-style heists and just about any other episodic genre out there. It's a game that's perfectly designed to emulate that structure and it's up and downs. You can find a copy of the Start-Up rules on the Memento Mori Theatricks website. If you like the idea of the game after reading it, gather up a group of friends and just wing it. It's the best option.

Cover image from the Memento Mori Theatricks website.