The Holmes and Watson Committee- Power 19
Ingredients: Committee, Emotion, Glass (in this case, a magnifying glass)
Time: 4x2
1.) What is your game about?
The Holmes and Watson Committee is a player driven detective game in Victorian London based off of the writings of Sir Arthur Conan Doyle. However, this game is not in any way an homage to Sherlock Holmes nor does it take care to recreate or preserve the source text in any way. While I want to use Doyle’s writings as inspiration, I’m not making a Sim game here. The idea is to take what’s fun about InSpectres, mix it with a big dose of Holmes, toss in an Endgame, and add a dash of grit to it.
2.) What do the characters do?
The characters take on cases brought to them by a victim. They follow clues, collect Evidence, and nab the bad guy. They must also compete against rival committees who are also trying to solve the case, and get it all done in under two hours. For if two hours pass, the bad guy has escaped.
3.) What do the players (including the GM if there is one) do?
As I said, the idea of this game is to capture the play style of InSpectres but the inspirational text is Sherlock Holmes instead of Ghostbusters. Players drive the action by declaring where their characters go and what they find. They spend points to create clues, informants, and henchmen as needbe. The GM plays the opposition and adds danger in the form of Hazards in the game. He is also in charge of describing the scenes, however the Players have the power to change it as they see fit.
4.) How does your setting (or lack thereof) reinforce what your game is about?
The setting, Victorian London, is full of mystery and intrigue in and of itself. I was previously working on a game based on Great Expectations. My work on that game showed me just how much underhanded dealings were in the minds of authors and dreamers at the time. Furthermore, using villains, items, and locations from the text of the Sherlock Holmes stories, the players are dropped right into the Situation immediately.
5.) How does the Character Creation of your game reinforce what your game is about?
Characters have many facets. Abilities: these are what the character is capable of doing. Emotions: Things that get in the way of what the character wants to do. And Prestige: How well the PCs are thought of in London and therefore what kind of clientel they can attract.
6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
Effeciency in their investigation is what is rewarded most. Palyers are alloted a certain number of points per Case. Left over points can be used to augment a character’s Abiltiies. In addition, character receive payment for successfully completing a case.
7.) How are behaviors and styles of play rewarded or punished in your game?
Saving your points allows you to build up your character’s Abilities. Also, they can use the cash their earn to buy artifacts. These artifacts grant bonus dice to Ability rolls.
8.) How are the responsibilities of narration and credibility divided in your game?
The players are incharge of basically the whole thing. They decide where the characters go, what they do, and what criminal they are going to chase down. The GM simply adds color, opposition, and creates the victim and the crime he/she suffered. However, the Players have ways to voluntarily allow the GM to add a few small bits and clues to the case. Afterall, everyone is there to participate and have fun.
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)
Since it’s the players who drive the plot, their constant attention is required. They must put the clues that they create together in order to solve the case. The Rivals an the Timer impress the need for efficency and focus during the game. There is little time for shooting the breeze. Also, whenever the PCs take on a villain, they will all need to be present in order to take him down. Going solo isn’t really an option.
10.) What are the resolution mechanics of your game like?
The Resolution mechanics are somewhat complicated. It’s a dice pool based off of d8’s. It will be very, very rare for a PC to fail at an Ability check, but lower results will cause injury, mutilation, and loss of points. High rolls will result in bonuses to Abilities and extra points. It makes each time a roll is required a high stakes affair.
11.) How do the resolution mechanics reinforce what your game is about?
It makes sure that the players are using their points to drive the plot rather than having the GM make them roll for everything. The idea is for the players to narrate as much as possible, not be rolling dice all the time. They also add the grit I was talking about. When your character can lose an eye while investigating an old warehouse, the game can get real harsh real fast. The resolution makes everything count every time.
12.) Do characters in your game advance? If so, how?
Characters advance by using their points to add bonuses to their Abilities and spending their cash to buy artifacts.
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
The PCs get better and better at what they do, just as Watson eventually got better at noticing the same kinds of things Sherlock did when a client walked through the door. They can also buy items that are directly from the stories of Sherlock Holmes. Thus, the coolness of the Setting is reinforced.
14.) What sort of product or effect do you want your game to produce in or for the players?
I want the game to produce a fast paced mania in the players. I want them to have a great time, but feel under preasure to do so. The thought of the villain getting away should be a constant worry on their minds.
15.) What areas of your game receive extra attention and color? Why?
The player character Archetypes, Villains, and Artifacts. The reason is because those are the links to the source text. And let’s face it, Sherlock Holmes is cool.
16.) Which part of your game are you most excited about or interested in? Why?
I’m most interested in the player-driven aspect in it. Check every actual play report of InSpectres. That’s the kind of fun I want for this game, and I’m pretty dang sure I’ve been able to capture it, or at least a good chunk of it. So that excites me a lot.
17.) Where does your game take the players that other games can’t, don’t, or won’t?
It takes them to a place where they can play a Detective without getting stuck fighting the supernatural (like in Inspectres and Call of Cthullu). It uses the world of Sherlock Holmes without making a straitjacket that prevents them from playing their characters they way they want. So, it’s a detective game without crutches (although your characters may end up with them heh heh heh).
18.) What are your publishing goals for your game?
It will receive the same treatment all my Ronny games have. They will be offered on pdf and then in book form at GenCon.
19.) Who is your target audience?
My audience will be detective fans of any type, but especially those who are fans of Sherlock Holmes. Also, those who prefer Gamist type play should get a boot out of this game. The object is to beat professor Moriarty afterall!
Peace,
-Troy
Edited to make the questions bold and easier to read.