[RPG] How to find the line between an investigation and railroading

call-of-cthulhudelta-green-for-call-of-cthulhugm-techniques

I'm a fairly experienced GM creating and running a series of Delta Green games (a modern supplement for Call of Cthulhu). While my players and I enjoy the game, there are parts that bog down and get us stuck. Specifically, the beginning of most scenarios are set up in such a fashion that the players fumble around in a blind investigation looking for what they term a "live wire" to begin exploring.

While I realize that part of my role as the Keeper here is to provide them with breadcrumbs to come to the pertinent information, often I can't help but feel that I'm simply railroading them, or worse, punishing them unfairly for not making the same leaps of logic I made when crafting the mystery in the first place. I try to create many avenues for the players to come to the conclusions that need to be reached, but I often feel as though these methods fall short.

Do any GM's have advice based on in-play experience with how to craft an investigatory scenario or campaign that doesn't feel like railroading your players through a set plot?

Best Answer

You have stumbled on the issue (or a primary issue) that prompted the development of the system. GUMSHOE is used for a number of games with investigative elements, including Trail of Cthulhu, a GUMSHOE implementation of CoC and Night's Black Agents, a spies-vs-vampires setting with a more militaristic bent. By extension, the solution adopted may work for you, regardless of the system. In a nutshell:

Never make the progress of the game wait for a successful roll

The GUMSHOE answer to this is exactly what's above. Let's get some details on it.

Since it's an investigative issue, it's important that a clue is well defined: A piece of information necessary for players to get to the next scene. That's the GUMSHOE definition and we'll stick with it.

In GUMSHOE, a character with an appropriate skill, in the presence of a clue, who takes an appropriate action gets the clue. There is no roll.

You have a player with a high skill regarding guns (I don't know Delta Green - is it "shooting"? "ballistics"? "slugthrowers"?). The clue is that the bullet holes in the aftermath of the battle are wrong - if they were enemy forces they should be a different calibre - the ambush was by friendly forces! So when your gun-knowing PC says, "I take a look at the bodies to see if anyone is still alive" or, "I try to figure out where the ambushers were located by checking out the trajectories in the rubble" or whatever, you give her the clue.

That's it. Now, there might be more information, juicy details like the fact that the rounds are teflon-coated, a sure sign of Major Tambert's involvement, or whatever. Go ahead and let extra goodies like that be rolled for. They give the players rewards for being good at what they do.

But never stop the game from moving forward for lack of a successful roll. You're just frustrating everyone while they wait for that "live wire".

This isn't about just giving the clue away. There are two conditions that must be satisfied before the clue is given:

  • A competent skill-user must be in the scene with the clue
  • They must take an appropriate action in the fiction that would reasonably reveal the clue

This provides some measure of flexibility. As GM, you know the nature of the information and therefore what actions would reveal it. You don't just give away the clue for walking into the space. You wait until something has happened that would reveal the clue.

The point is that finding the clue is boring. It's what they do once they know that's exciting. A clue can still be hidden. Papers could be locked in a safe, that safe could require safecracking or demolition to get inside. But if the forensic accountant gets her hands on the papers, and says, "I look for unusual activity in these accounts!" give her the clue - do not roll to see if the forensic accountant succeeds at this time.

BTW - In the above example, if a failed demolition roll destroys the papers, there had better be another way to get the information (or some information that leads to another scene) or you're just as stuck as if you hadn't provided a clue in the first place. A better result for a failed demolition roll has some other negative impact - it takes all of their detcord, for example, but still gets the clue free.