I just wanted to write down what I was meandering around last night. I’m not saying it contradicts anything anyone was suggesting, I do want to write it down to help solidify it in my brain.
This is my approach to the End of Game Questions:
- Fulfilling a question needs some intentional or at least focused action around it.
- Are we having fun?
Mike is right in saying that there are certain traits that a Maven just has. Fiona (e.g.) is always lending her advice to someone younger; it’s just her nature, and she likely does it a half-dozen times a day if she is in public. Local kids probably scatter when she approaches. Does that mean that she just always gets an XP if she has that box checked?
That doesn’t feel right to me. I think there has to be something that is pointed to where Fiona actually RPs out giving advice to someone younger, and more than “You should be wearing a jacket in this weather.” Something that, if someone were keeping a game log, it would be noted in there.
It’s not fun (IMO) to just automatically rack up XP without the RP effort (to my mind). “I probably said something mentor-like to that nice waitress at the cafe” shouldn’t do it. That becomes a Participation Award, which is not what I think this mechanic was meant to be.
It’s also not fun being too nitpicky about this. I’ve been trying to be conscience of that, too, and if someone can point to something they did and honestly day they think that meets the threshold in their mind, I’m not likely to question it.
Could that be “exploited”? Sure. Margie could (and sort of does) watch for younger people she can advise. That’s actually RPing. If she does that every game and gets an XP from it every session, that’s fine. If she realizes in the second session of a mystery that there are no younger people around and therefore takes a different End of Game Question, that’ also legit to the purposes of that mechanism, which is to guide and reward role-playing.
But, bottom line, it should be fun. If it’s not, let’s see what we can do about it.
On a similar note, since it turned around in my brain last night …
“Doting” is funny. “To give a lot of love or attention.” “To be extremely and uncritically fond of someone; adoring.” That almost gets too vague to define in terms of explicit actions, as some people are just doting by nature, and I’ve said that “by nature” isn’t really enough.
But actions that derive from doting (not to get into a Works vs Faith debate here) can be identifiable. Baking a batch of cookies for a visitor. Bringing a casserole over to a sick friend. Mending a jacket that was left behind. All of it usually unsolicited (or possibly even protested against; doting makes some people uncomfortable). I suppose asking someone if they’d like you to bake cookies for them when they just dropped by for a chat might be doting; going ahead and just doing it is even more so.
Less strenuous actions might apply, too. Unsolicited (and, again, perhaps even unwanted) hugs and kisses on the forehead probably qualify, esp. if explicitly called out and frequent.
Anyway, this has gone on far too long. Just some thoughts.
Oh, and just one more thing (he said, using the Frank Columbo move) …
There is, I think, a disconnect between the key mechanisms in the game: RP and Murder Solving.
Part of that gets back to the very clever but arguably meaningless nature of the Murder Solving mechanism. I mean, there’s the Theorizing bit, which can be fun, but the mechanic works in a way that not only means there are no meaningful clues except what seems like an appropriately vague item predefined by the Mystery, but explicitly looking for a specific something as a mundane clue (“Do I see any signs of poison?” “Do I find any fingerprints on the knife?”) does not actually generate something that acts as a Clue for mystery-solving purposes (counting in the Theorize roll). Unless I am seriously misreading the book (which, among other things, note that no Clue can definitively the mystery on its own, which is often not true in the mystery genre, even if it is the last clue found).
I think the answer is that this is not a game about solving mysteries, but a game about being little old ladies who solve mysteries. The RP stuff in the game is all-pervasive. Every “Location” defined for a Mystery, and a number of the Suspects and the like, have questions to extract RPish answers from one or all Mavens. Character advancement does pull in some Mystery-solving, but it’s secondary to the the other options. Everything else about the character sheet is about RPing the character – the Crowns, the Cozy Place items, etc., the Consequences.
Even the Moves are about RP. The Day/Night moves are about what the character fears. The Gold Crown Mystery move is about making stuff up from the genre. Ironically, the Meddling and Theorize moves are the least RPish, except for their consequences (Keeper Reactions) if there is less than total success (the Theorize move, in fact, can and has been with us done almost completely out of character). And, of course, the Maven Moves are all about providing further guidance and focus for RPing.
So in that case, the Clue / Theorize stuff isn’t the actual goal, but a side product to provide narrative results for the role-playing actions of the Mavens. It’s “meaningless” because it isn’t what the game is focused on; it’s a supporting mechanic, not the primary one. One can legitimately argue that D&D’s goal, esp. in earlier editions, is being murderhoboes – rewards and progress are explicitly linked to (usually) killing as many things as you can get within striking range of. The goal of BB, instead, is RPing little old ladies with a somewhat ghoulish pastime (and leading to an even more ghoulish narrative climax in the final Void Mystery). That’s where most of the fun seems to be.
Does that make sense?