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Subject:Two more RPG bundle offers - Gumshoe
Time:10:47 pm
Two offers for the RPG gumshoe, one a repeat and the other all new:

Bundle of Gumshoe

https://bundleofholding.com/presents/2018GUMSHOE

"This Bundle of GUMSHOE, revived from September 2013 (and previously revived in April 2015), is one of two simultaneous offers featuring the GUMSHOE System of mystery and investigative roleplaying designed by Robin D. Laws and published by Pelgrane Press. This revival once again presents four major GUMSHOE games: Night's Black Agents, Ashen Stars, Mutant City Blues, and the new Second Edition of Fear Itself. The all-new companion offer, the GUMSHOE Bundle +2, has scenarios and supplements for all these games, plus installments of the monthly Ken Writes About Stuff series by Kenneth Hite.

Other tabletop RPGs can make it hard for characters to uncover the clues to a mystery. In a typical RPG, one bad roll and poof, the entire investigation goes off track. Not so in the GUMSHOE System. The plot will move forward. Your players will find the clues and, if they're clever, solve the mystery. Play a scenario of detection and investigation in a GUMSHOE game, and you'll never go back.

We provide each ebook complete in .PDF (Portable Document Format). Like all Bundle of Holding titles, these books have NO DRM (Digital Restrictions Management), and our customers are entitled to move them freely among all their ereaders.

Ten percent of each purchase of these two GUMSHOE offers (after gateway fees) goes to the charity chosen by Pelgrane Press, Womankind Worldwide.

The total retail value of this revival is US$144.50. Customers who pay just US$13.95 get all seven titles in this offer's Starter Collection (retail value $62) as DRM-free .PDF ebooks:

  • Ashen Stars (retail price $25): Contractors on the lawless fringe of inhabited space, solving crimes and imposing justice job-by-job.
  • Mutant City Blues (retail $21): Police in the Heightened Crimes Investigative Unit protect a city filled with super-powered felons.
  • Ken Writes About Stuff installments 1-4 (retail $12): Four forays by Kenneth Hite into the Cthulhu Mythos, GUMSHOE, and whatever took his fancy that month.
  • See Page XX - The First 24 Columns (retail $4): A wide-ranging selection of columns by Robin D. Laws from the Pelgrane Press site.

Those who pay more than this offer's threshold (average) price, which is set at $28.95 to start, also get this offer's entire Bonus Collection with five more titles worth an additional $79.50:

  • Night's Black Agents (retail $25): Ken Hite's vampiric-spy-thriller RPG of bloodsucking Bourne Identity-style espionage.
  • The Zalozhniy Quartet (retail $16): Four tense and horrific scenarios by Gareth Ryder-Hanrahan for Night's Black Agents.
  • Fear Itself Second Edition (retail $15): The 2016 Second Edition of the RPG of personal horror by Robin D. Laws about ordinary people confronting the Outer Dark, an unearthly realm of alien menace and madness. (If you bought this Bundle of GUMSHOE during its two previous runs, which included the First Edition of Fear Itself, you get the new 2E version automatically on your Wizard's Cabinet download page.)
  • Dead Rock Seven (retail $15): Gareth's ENnie-nominated Ashen Stars scenario collection, presenting problems as diverse as murders on an old asteroid mine, missing executives on a pleasure planet, and threats to the security of an interstellar cooking contest.
  • Hard Helix (retail $8.50): Four Mutant City Blues scenarios by Robin D. Laws with new challenges for your Heightened Crimes squad.



GUMSHOE Bundle +2

https://bundleofholding.com/presents/Gumshoe2

"This all-new GUMSHOE Bundle +2 is one of two simultaneous offers featuring the GUMSHOE System of mystery and investigative roleplaying designed by Robin D. Laws and published by Pelgrane Press. This is a companion to the revived September 2013 Bundle of GUMSHOE now in progress. That collection has rulebooks and major supplements; this +2 companion has supplements and adventures for all the games in the first offer.

We provide each ebook complete in .PDF (Portable Document Format). Like all Bundle of Holding titles, these books have NO DRM (Digital Restrictions Management), and our customers are entitled to move them freely among all their ereaders.

Ten percent of each purchase of these two GUMSHOE offers (after gateway fees) goes to the charity chosen by Pelgrane Press, Womankind Worldwide.

The total retail value of the titles in this offer is US$101. Customers who pay just US$9.95 get all eight titles in this offer's Starter Collection (retail value $38.50) as DRM-free .PDF ebooks:

  • For Ashen Stars: The Justice Trade and Xeno-Archaeology!
  • For Mutant City Blues: Mutant City Spies
  • For Night's Black Agents, two Looking Glass city guides: Hong Kong and Mumbai
  • And we have three GUMSHOE historical supplements from star designer Kenneth Hite: MAJESTIC Overwatch and Galileo Uplift (both for the Moon Dust Men 1950s UFO setting) and The School of Night (Elizabethan England)

Those who pay more than this offer's threshold (average) price, which is set at $21.95 to start, also get this offer's entire Bonus Collection with eight more titles worth an additional $62.50:

  • For Night's Black Agents: the Double Tap rules expansion and the adventure The Dubai Reckoning
  • For Ashen Stars: the Accretion Disk expansion book
  • For Mutant City Blues: Brief Cases, three short adventures by Gareth Ryder-Hanrahan
  • And four "GUMSHOE Zooms" by Kenneth Hite with new magical systems: Alchemy, Goëtia, and both installments of Voodoo.

There aren't any surprise extras in either offer this time around.

I'm a bit ambivalent about this one - I've never really taken to the system, and I've found the core premise reasonably easy to adapt to other games. On the other hand, there are some fun settings, it's a well-designed and popular system, and you're getting a reasonable amount for your money, so I think I can recommend both bundles - but get the first one before even thinking about the second. As usual I have to point out that I don't pay for this stuff if I want it, which may skew my recommendation. Your mileage, as they say (who actually says this? Advertisers?) may vary.


Also posted at https://ffutures.dreamwidth.org/2124463.html, where there are comment count unavailable comments. Please comment here or there using OpenID.
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whswhs
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Time:2018-05-29 11:31 pm (UTC)
Their opening statement tells me that they're assuming an approach to running mysteries radically different from mine: Other tabletop RPGs can make it hard for characters to uncover the clues to a mystery. In a typical RPG, one bad roll and poof, the entire investigation goes off track. That sounds as if they've come up with a set list of clues before running the scenario, and player characters either find those clues and follow them down the predefined path to the reveal. When I've run mysteries, I've usually known who committed the crime and roughly how, but I've never defined a single path to the answer. Instead, the player characters use their skills to seek information, and I ask myself what traces the criminals might have left that their methods could uncover. There's never just one clue, and each clue that they think of looking for is likely to suggest a new investigative path.

Of course, that means I'm working out details of how the crime was carried out as the investigation proceeds. The successes and failures may even tell me which steps the criminals carried out intelligently and which ones they botched. It's a very improvisational approach, almost in the spirit of "When I don't know what happens next, I have two men with machine guns burst into the room."
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ffutures
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Time:2018-05-31 08:58 am (UTC)
When I'm writing scenarios I usually go with a few clues that will speed things up but don't have a huge impact on results unless the players go drastically off course. That said, there have been times when I gave the adventurers some huge clues but they totally misinterpreted them and went off on a wild goose chase, and it's sometimes ended up being a much better adventure.

Or screwed up some other way that led them astray - the definitive one there was the CoC adventurer who inherited a crate that contained (amongst other things) a WW2 Boys Antitank Rifle with a box of modern-made silver bullets with depleted uranium cores, and insisted on carrying it with him as they investigated the other clues. Which did not go down well with the police, MI5, and everyone else whose job it is to see that idiots don't carry five foot long antitank weapons around 1990s London, and they ended up arrested. At which point the easy option was to take the adventure to them, sos I did a quick rethink and had it turn out that there was a concealed cult in the police force, which had been chasing after the clues and the police were delighted that the adventurers had given them a legitimate reason to arrest them...
(Reply) (Parent) (Thread)


whswhs
Link:(Link)
Time:2018-06-01 05:10 am (UTC)
Yeah! Improv! Some of my best gaming moments have come from making stuff up when the PCs did something weird that I hadn't planned for.
(Reply) (Parent) (Thread)

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