Bubblegumshoe is the first game using Robin Laws’ gumshoe system that I have read. I can’t say the system does anything for me, at least not on paper. Having never played with the system, I can only speak from the perspective as a reader with an active imagination.
The gumshoe system was designed for investigative RPGs as a way to make sure investigators never had to leave the discovery of a clue up to the roll of the dice. To do this, the investigators have 3 different sets of skills: investigative, interpersonal, and general. The players are then given a number of points for each set to invest in the particular skills they want their character to have. Once those points are spent, the character is said to have that rank in that particular skill (so 5 points spent gives you a 5 point rank in that skill). During play, those points are spendable to improve your ability doing a thing or to improve your chances for success at doing a thing.
If you have any rank at all in a particular investigative skill and there is a clue to be found in a scene, you automatically get the clue, no rolling, no spending, no debating. You can spend extra points if you choose in order to get more detail or to be cooler in the act of getting the clue, but that is entirely optional. Sounds cool, right? Automatic success for the thing you need in order to continue the storyline means that your game never stalls out because of a bad die roll.
The upshot of this setup is that points are the foundation for the whole of the game—every mechanic is fueled by these points and every reward comes in the form of more points to replace those spent or to increase your original rank in a skill. In this way, a gumshoe game becomes a game of resource management. Should I spend the points now or save them for later? How many points should I spend to be able to get this victory but still have points for our big confrontation later? Some people get really jazzed to manage their resources, but it doesn’t do anything for me. I always feel like I’m just making the wrong decision no matter what I do.
The effect of this system in terms of the rulebook is that I felt like I was constantly walking ankle deep in a swamp of numbers. Give points here, use points for that, pull points from this category and then you can use points over her. It is both confusing (at least on a first read through) and entirely uninspiring. Being able to spend a point as a player or reward a point as a GM doesn’t do anything to get me excited to play a game.
Let’s just agree that I won’t be picking up any more gumshoe games.
That said, there are a lot of things this game is super smart about. The game has a whole system for character relationships. Because the PCs are teenagers, they don’t have a lot of specialized skills (some of the skills they do have are beautifully conceived, like Grownup Face and BS Detector). If they want to do something specialized, they need to rely on their adult relationships (family members, friends on the police force, etc.). It’s a great way to keep the characters realistic, allow for the need of some advanced skills, and populate the town with adults and people that matter to the PCs not only personally but professionally. To call on an adult with special skill is simultaneously to invite them into your investigation where they are likely to cause as many problems as they solve.
The other thing relationships do is they allow you access to certain parts of the town that would otherwise cost you “cool” to enter. (Cool is the games hit point system, and they are specifically social hit points—when you lose your Cool, you’re out of the scene for a while.) Locations in the game can have a certain “threshold,” meaning they cost you so much Cool to enter if you’re not of the right social class, or age, or whatnot. Having a connection means that you can get in there without that cost.
Locations are part of the other cool part of the game: town construction. There are a lot of blank charts and tables that allow you to keep track of your NPCs and the locations around town, because in any teen detective story, the town itself and all its inhabitants become the world of the drama. The book does an excellent job of telling you about the ideal features you might want to work into your town. It was in reading the town section that I got most excited to play the game. There were no points to worry about—it was all about the dramatic possibilities.
The last neat idea I want to point out is that the big mechanical event in the game is not a physical fight, but a social “Throwdown.” You pit your Cool against your opponent’s and hope to get them to yield before you are forced to do so. Throwdowns are the crux at which the two halves of the game meet up, those two halves being the investigation and the social world of the characters. In the game, these two halves exist in tension; too much drama and there’s not enough investigation; too much mystery and there’s not enough interpersonal drama. Throwdowns try to bring those two aspects into one scene.
I like that Throwdowns are able to bridge that divide, but I feel like the game should do more to bridge it mechanically. In an ideal game, it is clear that the personal and the mystery will be intermixed in some way so that you can’t get one without the other. The game essentially advises you as the GM to make this happen, but nothing in the mechanics of the game are set up to help you. You could argue that relationships and Throwdowns do, but if that were sufficient, the game wouldn’t need to warn you to moderate the balance.
What the game does for Throwdowns—telling you what to do without giving you the tools to do it easily—it does for a lot of things. There is great advice near the end about what should be involved in mysteries and what kinds of clues you’ll want to have, but it never tells you how to take that knowledge and make an actual mystery. There is a lot of telling you what to do and not enough telling you how to do it. For some players, that won’t be a problem; they’ll dive in and make it work. But if you want to give players every reason to take the leap from reading your book to playing the game at the table, you need to make that transition as easy as possible. While the GM section has great advice and insight, it is short on tools to turn that advice and insight into a playable session.
My final critique of the game is that while it is well organized at the level of chapters and subjects, the individual sections are full or references to other parts of the book and other rules that make the text feel disorganized and messy. A second read made a lot more sense, and I could see what the authors were doing, but even then I found myself needing to take a ton of notes to cover all the suggestions and references. The first read was simply overwhelming halfway through the book.
So my feelings are rather mixed at this point, as you can undoubtedly tell. It is the first game I have read in the last two years that made me want to create my own game in order to play it, if that makes sense. I want to create all kinds of GM tools for mysteries, and I want something other than resource management to be at the center of play. But if I create something similar to play with my friends, I am going to want to incorporate the game’s ideas about relationships and town construction and all its insights into the elements of an effective mystery.
Now I’m off to watch Veronica Mars and take notes!