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blood & guts / Re: Investigative moves
« on: January 18, 2011, 03:42:58 PM »
I would argue that in a lot of CoC, as it is played, there are no real stakes. The players will figure out the mystery one way or the other. There might be some stakes regarding how well the characters survive the experience. The CoC I've played has exclusively been about the experience of uncovering the mystery, not about whether the players will succeed.
Coming up with police procedural moves is fun.
When you break a suspect, hold 3. Spend hold 1 for 1 to ask questions:
What did you see?
Who was with you?
Where were you at the time?
What do you know about X?
When you rough up someone in interrogation, roll +hard
10+ you break them.
7-9 you break them, and the MM chooses one.
On a miss, the MM can introduce a complication, advance a countdown clock, or give a red herring, and the MM chooses two.
- They're hurt pretty badly
- You get caught
- Someone else sees you
When you talk a suspect around to cooperating, offer some genuine insight into their motives, and roll +sharp.
10+ you break them
7-9: they give you a titbit (MM's choice)
On a miss, the MM can introduce a complication, advance a countdown clock, or give a red herring, and the MM chooses two.
When you leave a suspect to stew, the MM can advance a countown clock, but hold 1 (max 3). Spend hold 1 for 1 to take +1 on any roll to break the suspect.
Coming up with police procedural moves is fun.
When you break a suspect, hold 3. Spend hold 1 for 1 to ask questions:
What did you see?
Who was with you?
Where were you at the time?
What do you know about X?
When you rough up someone in interrogation, roll +hard
10+ you break them.
7-9 you break them, and the MM chooses one.
On a miss, the MM can introduce a complication, advance a countdown clock, or give a red herring, and the MM chooses two.
- They're hurt pretty badly
- You get caught
- Someone else sees you
When you talk a suspect around to cooperating, offer some genuine insight into their motives, and roll +sharp.
10+ you break them
7-9: they give you a titbit (MM's choice)
On a miss, the MM can introduce a complication, advance a countdown clock, or give a red herring, and the MM chooses two.
When you leave a suspect to stew, the MM can advance a countown clock, but hold 1 (max 3). Spend hold 1 for 1 to take +1 on any roll to break the suspect.