Feb 1, 2018 5:51 pm
Well, sorry for jumping down your throat. I think maybe the moral of the story is that you need just as many mechanics as are necessary to keep you and your players happy and engaged. That number might be zero, for combat or non combat.
I've had a spark of an idea for a Cold War/atomic age espionage game for a while now - I've never had the time or energy (or overwhelming interest) to think about how it might actually be implemented, but maybe this is a moment to try and figure it out as an example of how something like that might work.
I think that GUMSHOE may still be of interest to you as an example of how to radically re-imagine rules for a specific genre. There may not be anything that's specifically useful, but again, it's a mechanics system that treats combat as auxiliary to investigation, rather than vice versa (which, in my opinion, is more typical, even in other "investigation" systems).
I've had a spark of an idea for a Cold War/atomic age espionage game for a while now - I've never had the time or energy (or overwhelming interest) to think about how it might actually be implemented, but maybe this is a moment to try and figure it out as an example of how something like that might work.
I think that GUMSHOE may still be of interest to you as an example of how to radically re-imagine rules for a specific genre. There may not be anything that's specifically useful, but again, it's a mechanics system that treats combat as auxiliary to investigation, rather than vice versa (which, in my opinion, is more typical, even in other "investigation" systems).