Skip to main content

CHUNKS as Story: Roleplay and Mystery in ICRPG

I was drafting the "starter session" for a city quest the other day I call "The Whispers of Madness." It's a mystery adventure. ICRPG is an inherently fast-paced game, and mystery-type adventures are notorious for grinding parties to a halt for HOURS as they attempt to solve what the Game Master thought a relatively simple mystery, what is wrong with you idiots, make a damn Perception check already! This is mostly because mysteries tend to rely on the wits of the players, and not the player characters. And GM's are not always flawless story or mystery writers.

This was something I sought to remedy.

BEHOLD: GM Grizzly's Story CHUNKS

I love CHUNKS. They are so versatile, and I wonder just how much so Runehammer thought they might be when he first devised them. Initially, I applied a modified version to travel, then applied the concept to buildings and towns. Through the course of developing this adventure and its story, however, I realized something: stories, particularly mysteries, can be "distilled" into sections or blocks. Hank was already nearly there with his 9-act Story Architecture in ICRPG Core (check it out!), but here we take it a step further. Break a Mystery up into its base CHUNKS: Who, What, When, Where, How, and Why. Use Effort to track Clue progress in each CHUNK, throwing in a few Red Herrings, Plot Twists and some Trouble, and with each CHUNK solved, a piece of the Whole Truth is revealed. They've earned it.

So what does this do?

For starters, it now gives players a choice on whether to ply their own wits or their PC's wits to solve a Mystery. A series of Investigation, Interrogation and Deduction Attempts and Checks and they amass clues, reveal bits of the plot and eventually uncover the Mystery themselves. Or, they can opt to solve it the old-fashioned way, through sheer guts, intuition and will, knowing full-well that the GM may have intentionally or accidentally "forgotten" a crucial piece to the puzzle needed for a logical solution. Let's face it; we are not all mystery writers, nor should we be.

But that leads to another question: why even run a mystery adventure?

Drama. Role-play. Variety. These things can be what breathe life back into a group weary from weeks
in the Underdark, looking for something different. Or, it could even be inserted in the middle of the regular adventure, now that it is simple, easy, fun and quick.

In short, this opens up a whole new world of adventuring for GM's and players looking for something new, but aren't quite sure how to break that mould. 

Conclusion

An astute GM might notice this could be applied to far more than Mysteries. It could be applied to even the 9-act Story Architecture itself as a way to track adventure or even Campaign progress, or track the development of a "greater story." Make it something crazy! Me, I'm working on translating this into something more mechanical, beautiful and inspiring in Grizzly Encounter MYSTERIES so... be on the lookout for that on DriveThruRPG!

Comments

Things to Check Out:

Balancing in ICRPG: or How I Learned to Stop Worrying and Love the Spellburn

I have a mage at my table. Her name is Sabina, the Pyromage. She has a spell that can either: Clear a Room of up to three, small (2 Heart) Enemies in one hit, or; One-shot a non-fire-resistant boss monster.  Sabina is awesome. Provided the spell doesn't explode in her face, miss... or accidentally hit her sister. Because there is another adventurer in the party. Her name is Agnes, the Twin Blade. She's pretty cool too, and her regular attack can one-shot 1-2 Heart creatures. Add the Kettish Chains' ability to re-roll on high Attempts and she easily does similar damage at close range. I love both these characters. But sometimes Agnes feels like Sabina takes the spotlight a little too much. That's on me as the GM, because Sabina has almost zero ability in STR or DEX tasks, things Agnes excels in. I need to design more STR and DEX based Effort challenges to give Agnes more screentime. Sabina can lay down some heavy covering fire. On the subject of "

FORCES: NPCs as LOOT in ICRPG

NPCs. Companions. The dreaded "GM-PC." We've all seen them. Most of us have been them. But no more! Rid thyself, O Game Master, of the shackles binding thee to eternal NPC bookkeeping! Fret not, O Player, of a new burden of which thou wilt never remember to do nor use! BEHOLD! Grizzly Encounter FORCES!  An ICRPG Supplement on Character Creation, NPCs, Companions, Villains, Kingly LOOT, and more! Estimated 2019. NOTE: TL;DR in CONCLUSION FORCES: Companions as LOOT "Companions" here mean NPCs (Non-Player Characters) that specifically follow the party for some reason. A Companion LOOT "Item" is more a conceptual thing than anything, for truly it stands for the NPC's Friendship. And Friendship is Earned, through hard work, Attempts at communication and interaction, and Effort.  In short, Companions are LOOT Chests, opened with CHA (or other STATs, depending on how they Attempt to win over the NPC). Once a PC has opened the proverbial

Grizzly Rant: The Hillman WIldling Dilema (ICRPG)

There are many things separating ICRPG from other tabletop RPGs.  Right now, I'd like to write briefly about 2 of them: Effort and Loot-based classes.  This is important background information for what I really  want to get off my chest, which is an argument for running a class/race combination a certain way at your table. Effort and Loot: Effort is a system which attributes health and combat-like mechanics to non-combat tasks.  In short, it's a method of time control for the GM to employ at his or her table, effectively forcing tasks to require multiple turns and/or group "effort."   Players have four different dice they may roll to complete Effort, depending on the situation.  For more information, see ICRPG Core 1.3.3, pg 24.  For our purposes, we just need to know about two: Basic Work and Ultimate effort. Basic Effort is rolled on a d4 for any task done with bare hands.  Ultimate Effort is rolled in special occasions on a d12.  The most common spec