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Fear Itself - Tests
Fear Itself - Tests
Fear Itself - Tests
Title
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leader’s action. These points are not added to
Difficulty Numbers and Story Pacing the leader’s die result. For every character who
is unable to pay this piggybacking cost, either
Just as the GUMSHOE system keeps the story
because he lacks pool points or does not have the
moving by making all crucial clues accessible to ability at all, the Difficulty Number of the attempt
the characters, GMs must ensure that tests and increases by 2.
contests essential to forward narrative momentum
can be easily overcome. Assign relatively low Suzie, Lucy, Russell, and Max attempt to sneak into
Difficulty Numbers of 4 or less to these crucial the principal’s house to root through his computer,
plot points. Reserve especially hard Difficulty which they are sure holds cult secrets. Russell, with
Numbers for obstacles that provide interesting but an Infiltration of 8, takes the lead. Suzie, Lucy, and
nonessential benefits. Max have 2, 0, and 4 points in their Infiltration pools,
respectively. Suzie and Max pay 1 point apiece; their
For example, if the characters have to sneak pools go down to 1 and 3. Because Lucy has no points
into the cultists’ house in order to stage the to spend, the Difficulty Number of the Infiltration
final confrontation, assign the relatively low increases from 4 to 6. (If the group left her behind,
it would be easier to sneak in, but she’s the one with
Difficulty Number of 4 to the task. If it seems to
the computing savvy.) Russell spends 3 points on
the characters that they ought to have a tougher
the attempt and rolls a 1. This would have overcome
time of it, insert a detail justifying their ease of the Difficulty if it wasn’t for Lucy’s presence.
success. The cultist assigned to patrol duty might Clearly, she’s knocked over one of the plant stands
be immersed in a popular novel, say. in the hall...
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Fighting
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