Noir — Transcription

Rocky
0s
I'm Rocky and this is the show where we pull bits of fiction apart, see what makes them tick and put them back together as sessions for your role-playing game.
Jords
0s
- Hi, welcome to Playtonics.
Rocky
15s
We got a pretty fun one for you this time.
18s
We have done a few sort of actual adaptations of specific shows or movies in a row and we're going back to our generic roots in the genre sense of the world.
30s
We're doing a genre this time and it's a genre that I think has the potential to be a lot of fun.
39s
We are talking about film noir.
Jords
44s
Now just for listeners that might not be familiar with it film law means movie black
Rocky
52s
If you haven't seen a film noir you actually have, it's the one where the broad walks into my office or leg with a problem that I couldn't turn down.
Jords
1m
She's such gams.
Rocky
1m 3s
She smokes a cigarette and looks out through the blinds and tells me someone's been murdered, and I just couldn't help but take that job, not because I'm a good person, but because I'm broke.
Jords
1m 16s
Because I'm boiled like an egg
Rocky
1m 22s
I'm Egg.
Jords
1m 24s
Detect egg
Rocky
1m 25s
Detective, hard-boiled, and then our titular hero puts on his fedora and his trench coat and goes out into the mean, rainy streets of the city and stands under lamp posts and has shadows cast across his face, and people shoot at each other.
1m 50s
Eventually, it eek.
1m 52s
I don't think it's giving too much away to say it probably all ends badly for at least some of them.
Jords
1m 57s
Did you just spoil all of films?
Rocky
2m
Well, I feel like I spoiled all of film noir.
2m 5s
I just don't feel like they are a genre for a happy ending, you know?
2m 8s
They're quite a cynical take on the world.
2m 11s
But yeah, that's what I'm talking about.
2m 13s
When I'm like, you think you haven't seen it, but you probably have, because it's one of those genres that's become so massaged into the warp.
2m 22s
Even if you haven't seen it.
Jords
2m 27s
And there are so many spoofs there that sometimes TV shows that are long running will do an episode that's a noir episode.
Rocky
2m 35s
- That said, we did do our homework for this one.
2m 39s
Each of us recommended the other a film to watch to reacquaint ourselves with this one.
2m 46s
George, what did you watch on my suggestion?
Jords
2m 49s
On your suggestion, I went back to the source, one of the earliest sources,
2m 54s
and I watched for the first time the Maltese Falcon, which while it has Maltese in its name,
3m 2s
takes place entirely in San Francisco, which I went into it, not one. I went into it quite blind and didn't check out anything about it. All I know is that it's one of those classic film names That pops up and the story
Rocky
3m 5s
Mm hmm. I can taste no Maltesers.
Jords
3m 19s
was not what I was expecting.
3m 21s
I flipped you one as well.
3m 23s
That was somewhat more contemporaneous.
Rocky
3m 27s
Yeah I feel like we covered both ends of the timeline. I feel like you watched the first noir and I watched in many ways, if not the last noir then it's certainly the most recent significant entry in the genre. I watched Sin City which is an anthology film so it's like five-ish little vignettes, some of them split into two parts. Probably if you made in 2025 you'd make like a Netflix miniseries instead of like a love death and robot style.
3m 57s
miniseries instead of a instead of a film but it's a film it's it's two hours long but
4m 5s
you can just do what I did and watch it over a couple of nights because it's you can just split it into bits. It's Robert Rodriguez of Spy Kids fame but also Frank Miller
Jords
4m 14s
Oh yeah, everyone knows him from that.
Rocky
4m 19s
but also Frank Miller who did the like a graphic novel and they really put the graphic in graphic novel. This one is it.
4m 27s
It's very stylized. Maybe it misses, I think, some of the plotty complexity of the Maltese. Falcon, there's not really much solving of things except through literal brute force.
4m 43s
But it does just nail all of the tropes.
Jords
4m 48s
It's super vibe-heavy, right, like less content-heavy, super vibe-
Rocky
4m 48s
And yeah, absolutely nail is the visual style in a way.
4m 57s
That is turned up to 11. Now is the soundscaping.
5m 3s
Yeah, it's a great one for the vibes, if not necessarily the plot. But I really enjoyed watching it. It was a good wreck.
5m 13s
I'm glad I did it.
Jords
5m 13s
And only 20 years after its release as well.
Rocky
5m 17s
Well, look, I'm less late than you are with the Maltese Falcon, which was what, 1940 something?
Jords
5m 20s
You've got a point there.
5m 23s
41.
5m 25s
It was in the middle of the war.
5m 29s
I am assuming that our listeners will be quite familiar with some elements of noir,
5m 33s
right, because they have become so baked in to other elements.
5m 37s
So many spoofs like exist in the film world that draw on the tropes of noir.
5m 43s
3. I would love for both of us to say what our like most prominent trope is.
Rocky
5m 49s
Ooh, okay, yep.
Jords
5m 51s
You ready? 1, 2, 3, femme fatale.
Rocky
5m 55s
Detective, oh, okay.
5m 57s
We did not plan that, but I love it.
Jords
5m 58s
Nah. Like for me,
6m 1s
it's straight up the woman with the gams who walks in is like,
Rocky
6m 6s
Who does she walk in to, George?
Jords
6m 9s
like sometimes it's a detective, most times it's a detective.
6m 12s
Sometimes it's a deta-
6m 14s
Sometimes it's a hapless chump, it's so hard to not imagine a well-dressed woman who is concealing something and playing other people off for her own good, walking into the room.
Rocky
6m 28s
>> Look, I think I will go into bat for team detective,
Jords
6m 29s
For me, that is, that is the hard-coded trope.
Rocky
6m 36s
and I think that detective is even more central or the investigator,
6m 42s
because sometimes there are cops,
6m 43s
sometimes there are private investigator.
6m 45s
But the core of this thing is that there's something hidden that needs to be uncovered,
6m 54s
and to do that, you have to have someone to go down.
6m 58s
I don't want to go down into the the stanky underbelly of the city and and uncover that which is hidden right like that is that is the the essence of the plot right is is something hidden must be found and you can't
Jords
7m 14s
And I would go even further than that and say there's something hidden that they are initially trying to find is a false premise almost every single time.
Rocky
7m 23s
Oh, red herrings all the way down, absolutely.
Jords
7m 23s
Like straight up a lie and instead broiled in a much bigger thing.
Rocky
7m 29s
There's layers.
Jords
7m 29s
Conspiracy sometimes but crime others yeah.
Rocky
7m 33s
But yeah, that's kind of fundamentally what these stories are is a diving into an unsavory world
7m 42s
to find a thing or learn a thing, right?
7m 47s
The thing can be a physical statue of a bird.
7m 50s
the thing can be information about who killed.
7m 53s
You know somebody but but yeah, it's it's a diving into the underbelly to find something we have a name for people who do that and it's detectives like that's that's their job.
Jords
8m 3s
Yep, like the whole point of getting a detective to do it is they're clever enough to put together the clues that puts them in certain places at certain times to achieve an outcome they weren't necessarily consenting to. So someone that you can bait into doing your dirty work for you.
Rocky
8m 17s
Yeah, and yeah, I think it is a really good fit for DTRPGs, which obviously we'll get to in in a sec, but yeah, what are, I guess, we know we have a protagonist who is diving into stuff.
Jords
8m 23s
Which honestly, if I've ever heard a description of a TTRPG party, that fits better.
Rocky
8m 45s
femme fatale who is kind of manipulating
8m 48s
and often is our the inciter of the various incidents.
8m 54s
What are the other like bits that you have to have or bits that is because it's quite a loose genre.
9m
Not all things necessarily have all of the bits, but what are our other like?
Jords
9m 3s
- Mm-hmm, what are the tools in the toolbox?
Rocky
9m 7s
Exactly.
9m 8s
What are what are the tools in the toolbox or the toys in the toy box?
Jords
9m 8s
Yeah.
9m 12s
So I think you've got to have like a,
9m 15s
your inciting event has to be relatively straightforward.
9m 19s
You know, go find this person or go recover this artifact or bring this person back to me.
9m 25s
Some something very similar, like almost fetch questy.
9m 30s
And then as soon as that kicks
9m 34s
off, you have a second much larger and I'll jump into this in a little bit, but much larger story that they become embroiled in where the plot dramatically thickens right at the start, it's water and then you throw in the cornstarch.
Rocky
9m 45s
Yeah, it starts as a relatively simple thing, and the question relatively quickly becomes what's really going on here.
Jords
9m 58s
- Yep.
Rocky
9m 58s
And it's no longer about that inciting object or inciting person at all.
10m 3s
It's about figuring out what this tangled web of intrigue is actually like.
Jords
10m 10s
Sometimes that web is actually really easy to pin down.
10m 14s
But when you are only presented with partial information, it appears so tricky and complex.
10m 20s
So we're like the whole point of this story is the journey that you go on to piece together the things that are already happening in motion around you.
10m 28s
And I think that's another important part.
10m 31s
The story has to be evolving around the characters.
10m 34s
It's not a mystery that's already happened and you're piecing together the pieces after the fact.
10m 40s
There are new events, new bangs occur, new kicks are triggering and providing a changing structure around the players.
Rocky
10m 47s
Yeah, absolutely.
10m 48s
It's a, a world, a series of unfolding events that you've been drawn into.
10m 53s
It's not a puzzle that you're solving.
10m 54s
It's an explosion that's still happening as you're walking into it.
Jords
11m
We're doing it live. You are embroiled much like an egg
Rocky
11m 2s
We're doing it live.
11m 5s
You are embroiled, a hard embroiled detective.
Jords
11m 9s
That's what I do and I sit down at a cafe and they say how would you like your eggs and I say embroiled
Rocky
11m 15s
If we did zinger episode title is a not didn't just name the episode after the thing that we were doing, then hard and broil detective would be this episode's episode title, but alas.
Jords
11m 25s
People might not know this, but Rocky is the one who makes all of the icons, all of our little tonics.
11m 33s
How many eggs are going to be in this icon?
Rocky
11m 36s
Look, obviously, not in it like you might say Easter, Easter eggs, plenty.
Jords
11m 38s
Is it an egg in a trench coat with a trilby?
11m 42s
Easter!
11m 47s
All right, jumping back to like, what else do you need?
11m 50s
So I think, I think you've also got a like.
11m 55s
This isn't strictly true of everything,
11m 56s
but it is one of my favorite ones.
11m 58s
You've got situations where the institutions aren't to be trusted.
12m 3s
So either the cops are on the take directly or the cops are protecting a institution or a public figure.
12m 10s
So whatever you as the private investigator come up with might be unsavory and you might not be able to go through like sanction channels to resolve the issue.
12m 21s
I think The Nice Guys is another real fun neo-noir film.
12m 25s
Which is like super comedy and that one has a perfect example of this where you just can't go through the usual channels because a politician is.
Rocky
12m 34s
In a similar vein, I think an element that we really want to bring in, if we can, is the double cross, the betrayal.
Jords
12m 42s
I had betrayal on mine, yep.
Rocky
12m 44s
Yeah.
12m 45s
So, and that kind of links to what we talked about, like it's often the femme fatale that's doing, but it's also often like the cops that are doing it, especially if the cops are on the take.
12m 54s
There's a great example in the vignette in Sin City, which has Bruce Willis in it.
12m 59s
He pretty much immediately, spoilers, gets betrayed by his partner.
Jords
13m 3s
and has a very smooth, you could almost say egg-like head.
Rocky
13m 9s
I was going to delete all references to eggs in the edit and now I think you've done it too many times and they're just going to have to stay in.
Jords
13m 14s

[laughing]

13m 20s
Too big to fail.
Rocky
13m 22s
Too egg to fail.
Jords
13m 22s
Too egg to fail.
Rocky
13m 24s
Yeah, like that betrayal, that double cross, that like person who you thought was on your side and wasn't.
13m 32s
Great fit for the femme fatale character, also a great fit for like the cops or the authority figures and that can be how you.
13m 39s
I think the other really important element to that, especially, and I know, I know we're going to talk about mysteries later, just to do some forward sizzle there. I know we're going to have to have the mystery talk, but I think when we're thinking about clues, we're thinking about double crosses, we're thinking about institutions that can't be trusted.
13m 58s
I think another really important thing is that in noir people lie, right? I think a lot of the time there's this assumption in.
Jords
14m 4s
Absolutely, yes.
Rocky
14m 9s
Role-playing games, that the information that the players get, if the game master gives it to them, it's necessarily correct, but that's, it's like everybody is lying to each other about everything is such a core aspect of this genre when we see it in film again, plays into that, that corruption and double crossing.
14m 27s
But like the, as you said, the mystery is often quite simple, but the complicating factor is that everybody's just straight up lying about it. You know, you go and you ask the person, they give you a fake name and a fake story.
14m 39s
And you go back the next day, and this is literally the start of the Maltese Falcon, you go back the next day, they've got a different name, a different story and a different mission, like people are straight up not telling the truth about anything and picking through all of that to figure out what the truth is and finding things that you can wedge them with to force them to actually maybe tell the truth this time is a huge part of what the detective is doing.
15m 3s
So they're not necessarily doing CSI style, looking for clues and solving the crime that way.
15m 9s
Right. It's like, it's not, as you said, it's not a situation, a puzzle that's been set up where you, you solve the crime by piecing the clues together. You're going out to people who have lied to you, and your clues aren't really anything except leverage to press them into telling the truth this time.
Jords
15m 26s
But that's a great way of describing it. Leverage over these people, yes.
Rocky
15m 26s
So, yeah, we're doing a lot of, we're doing a lot of, you know, piecing together of clues, but the clues are really about the clues are really people, right?
15m 39s
We're trying to extract the truth from them when they don't want to tell it. So yeah, I think that ties quite neatly into our, into our stuff around like we're going to have betrayals, we're going to have double crosses, we're going to have corrupt institutions and we're going to have a shitload of lies.
Jords
15m 52s
I had uncertain motivations online and that that's exactly the same thing, right?
15m 57s
They're uncertain because they are lying outright to you.
16m
And I think that's a really powerful one for stepping into this mode of fiction.
16m 4s
That isn't the baseline in most role playing games.
16m 8s
Like common GM advice that you'll find is don't lie to your players.
16m 12s
There's enough cognitive burden already.
16m 14s
And they're already drawing the wrong conclusions.
16m 16s
So I look forward to the next section where we actually start digging into,
16m 20s
Well, how do you?
16m 22s
CONSTRUCTIVELY lie to your players.
Rocky
16m 25s
What else you got what else you got for me other than this miasma of of untrustworthiness
Jords
16m 31s
and cigarette smoke, I think a really important one that you already just touched on there is that the characters in this story, the protagonists in this story, are very proactive.
16m 44s
So they're not just waiting for events to unfold at them.
16m 48s
They do a lot of setting things up themselves.
16m 51s
And they'll do a lot of like, meet me at this place because I want to extract this information from you, or I need to give an artifact, or I need to place something somewhere like that.
17m 2s
There's a lot of relying on the characters to set up their own traps to do this.
Rocky
17m 8s
I love that idea of like meet me at this place at nine o'clock,
17m 12s
and then that gives you a perfect is like,
17m 14s
obviously almost the next sentence out of my mouth,
17m 16s
autocomplete style is like,
17m 18s
and they don't show, why don't they show?
17m 20s
Suddenly, you've set up the next aspects of the mystery from there.
17m 24s
But yeah, I think being super active protagonist is a big one because I think when we think about detective stories,
17m 32s
there is just a default that we can slip into that this is
17m 38s
you know, knives out style.
Jords
17m 41s
Follow the clues.
Rocky
17m 41s
Miss Marple style,
17m 44s
faro style.
17m 45s
Oh, we've just got to like complete the logic box game of all of the clues.
Jords
17m 49s
All the Sherlock stories, yep.
Rocky
17m 52s
And like the crime that has already happened will be solved and we'll be able to like point a finger at the perp.
Jords
17m 57s
Yeah, this is no closed-door mystery. Like, it's happening in real time in a bigger scale.
Rocky
17m 58s
This is not that.
Jords
18m 2s
New inputs can be introduced constantly.
Rocky
18m 4s
It's a simple mystery, but it is why.
18m 8s
It's one that is moving rather than static, I think, and that requires the players to move as well.
18m 15s
And I think the other thing that you, again, you kind of touched off there is you think of that stereotypical phone call of like,
18m 23s
"All right, meet me at the docks at nine o'clock," right?
18m 26s
This whole thing is on a timeline.
18m 29s
I don't think it's necessarily a ticking clock, but like, we don't have an infinite amount of time to solve this mystery.
18m 36s
that characters do not have unlimited time.
18m 38s
Because events are still unfolding.
Jords
18m 41s
And like the stakes often don't have to be high at all.
18m 44s
They can be super grounded stakes.
18m 46s
So when those events unfold,
18m 48s
if you haven't solved the mystery in time,
18m 50s
maybe it's that this NPC that you're rooting for dies.
Rocky
18m 53s
Hmm.
Jords
18m 53s
And then the bad guys blow town or something like that.
18m 57s
And life goes on.
18m 59s
I think that's a really important part of it.
19m
Like the stakes are low enough that life just goes on and ignores the troubles that have occurred in your life recently.
Rocky
19m 8s
Oh yeah, the world does not care.
19m 10s
I think the other thing that that does from a storytelling viewpoint, both for the films and for a role-playing game, is it constrains your action, right?
19m 20s
Like if you know that someone's getting on a seven o'clock train and it's four o'clock,
19m 26s
there is a limited amount of stuff that you can get done before you might have time to talk to one person between now and then, like who is it going to be?
19m 35s
So it's putting this
19m 38s
constraint on like you can't do everything so what are you going to do and it's putting this
19m 43s
this time pressure on actually to make a decision and our detectives in the shows they often will just act because it's the only action available to them but they're never just sitting around waiting for something to happen.
Jords
20m 1s
I love the time pressure element.
20m 2s
Like it doesn't have to be a big one.
20m 6s
It could be a in three days,
20m 8s
the McGuffin disappears or something like that.
20m 13s
But there's all those little micro ones like, yeah,
20m 15s
they're getting on the train at seven and it's four now.
20m 18s
You have three hours, what are you gonna do?
20m 20s
You can miss that opportunity.
20m 21s
It doesn't ruin the whole story,
20m 23s
but you've always introduced this one little kick to get the players moving towards action and be like, well, I have to do something.
20m 31s
And I think quantifying the expenditure of time is really important.
Rocky
20m 36s
It does, it kicks people towards action, but it also stops that cramming of one more thing in before the plot is like, nope, the train has arrived.
20m 45s
We don't have time for everyone to polish their guns.
20m 48s
The plot is about to advance.
Jords
20m 50s
Oh, can I have said that my character went to the store and bought all the, okay.
20m 55s
Yeah, it gives really good plausible structure for the story to progress forwards.
20m 59s
Now, one thing that I find kind of interesting here, often we start with like setting,
21m 5s
but here we've, we've talked entirely about structure of evolving story.
21m 10s
We've kind of taken it a little bit for granted in the discussion so far,
21m 13s
but the setting doesn't really matter as long as it's urban.
21m 16s
and we've seen
Rocky
21m 17s
Oh, see, as soon as you say that, I'm like,
21m 20s
"Oh, what would like a charming countryside noir look like?"
21m 24s
I think the answer is maybe that's hot fuzz.
Jords
21m 27s

[laughing]

Rocky
21m 27s
You fight me in the comments.
21m 30s
Yeah, no, look, it's urban,
21m 33s
it's not pleasant,
21m 34s
it's not in metropolis, it's in Gotham.
21m 37s
I don't actually think it matters that much what time period it's in.
21m 42s
One thing that I thought was quite fun about in the city is that it is super ambiguous.
21m 47s
You've got people with mobile phones, but you've also got those like 1930s era cop cars.
21m 52s
And, and this is one of the things where this is the great conundrum of Blade Runner, right?
21m 57s
Because Blade Runner in its, its aesthetics and setting and like many of its themes is very cyberpunk.
22m 5s
But if you look at the plot and what the characters do, and I guess the other half of the aesthetics,
22m 12s
like Blade Runner is noir, and so you can set it in,
22m 17s
you know, the olden days, you can probably set it in Waterdeep if you want to.
22m 21s
Not to throw ahead to the end of the show.
22m 23s
You can set it in Waterdeep, you can set it in San Francisco in the 1930s,
22m 28s
you can set it in, you know, 2049 in, you know, Mega City 1.
22m 33s
It doesn't matter.
22m 35s
What matters is that it's an unsavoury, or a city with an underbelly, right?
Jords
22m 39s
Mm-hmm
Rocky
22m 40s
It's got to have that unsavouriness that you can dive into.
Jords
22m 44s
Maybe there's organized crime in there like organized crime only thrives when you have enough people and niches for exploitation to occur
22m 52s
Like hot fuzz like the organized crime is the conspiracy for the tidy town. I'm so sorry if that's a spoiler for anyone here
23m 1s
You should watch that movie if you have it because it's exquisite
23m 4s
But yeah, it doesn't have no I take it all back it does
23m 9s
It still has it like the cops are in on it. Like that's an institution of the cozy town. Nope. Nope
Rocky
23m 10s
Yeah. That's my nuclear take for this episode is Hot Taz's film noir.
Jords
23m 15s
As soon as I start speaking, I'm like reinforcing all your points you got me here
23m 21s
Touche
Rocky
23m 23s
Yeah, there you go. Fight me on that one, everybody.
23m 26s
Yeah, I don't think I think the setting doesn't matter.
Jords
23m 28s
So yeah, this the setting doesn't matter just the city or the urban nature of it
Rocky
23m 34s
I have a fun like does it count as noir one for you. The last but one game I played
Jords
23m 36s
No, I will not let's go
Rocky
23m 40s
several years late was Supergiant's Transistor. Okay but just going off the vibes. You've got Red who is a singer who's lost her voice. She finds a down on their luck detective. He just happens to be in the form of a sentient sword like there's a
Jords
23m 44s
Mmm, I have to be honest, I never finished it.
Rocky
24m 4s
conspiracy that starts off looking simple and it turns out is is bigger than all of them. I think the like art decoy vibes of the city really like fit into that genre as well.
24m 16s
I reckon transistor might be noir too. That's that's hot take number two is is Supergiant Games is transistor also
Jords
24m 24s
Yeah, I think one of the important things that you do have in our setting is some mechanism to reach out to other people.
24m 33s
So where we're talking like you're on the phone, or you have a telegraph, or you have something that allows you to hit someone up so that you can proactively arrange a meeting.
24m 43s
And I think another element that often plays into it is some form of like mail system.
24m 49s
system's easy, but some form of communication system, I think, is...
24m 54s
It greatly enables the proactivity of the player.
Rocky
24m 57s
You get a letter, you get a telegram, you send a letter, you send a telegram, and the fact that these things don't arrive instantly is also a huge driver of plot because you can have letters arriving three days after somebody's died.
Jords
25m 10s
Mm hmm. Or you can send a letter and know it's going to arrive. And that gives you an opportunity to be at the place that it would be collected from. It was made super obvious to me in Maltese Falcon, because Sam Spade picks up the phone like 800 times in that film. Often information is just vectored at him. But very frequently, he's saying, meet me at this place at this time. I'll be there in 15 minutes.
Rocky
25m 10s
You can send a letter and it doesn't arrive until it's too late.
25m 20s
Yeah. It's a small one, but I like it. That's a good record. That's a good toy for the...
Jords
25m 40s
So I think we haven't yet chatted about what happens at the end of a noir mystery.
Rocky
25m 48s
An idea has just occurred to me, but I'll save it for when we talk about the game prep.
25m 57s
Nothing good.
Jords
25m 58s
Nothing good. Often, like if money or fame or prestige was in the cards,
26m 5s
Maybe a little bit of that is honored and the rest is snatched away?
Rocky
26m 10s
it's like at best neutral, right? It's like you can pay the bills for one more week,
Jords
26m 11s
You can pay the bills for one more week
Rocky
26m 17s
it's like sure you got paid but like in the case of the Maltese Falcon like what did you give up to do it? Like you get the thing that you were promised but it feels hollow because you've
26m 30s
sent the femme fatale to jail or something of that ilk, right? Like you get paid but the murderer
Jords
26m 31s
Then fatale to jail
Rocky
26m 40s
we very much do not get a happy ending, we do not win in any sense of the imagination.
26m 47s
There is barely if any closure and like sometimes I think this is one of those cases where the protagonist straight up freaking die. Like sometimes they die, sometimes they are put in prison and sometimes just straight up like bad things like again thinking back to Sin City it's It's like, yeah, Bruce Willis got shot a bunch of times.
27m 10s
Sometimes these stories end very badly for the protagonist, and that's kind of part of the structure. And also, probably a thing you want to make sure people are familiar with going in, like,
27m 22s
again, another difference from that Poirot Knives Out style mystery is that at the end of those,
27m 29s
the protagonist is the hero and has like solved the crime. And at the end of a noir,
27m 33s
maybe you've solved the problem. But that, so you kind of got a...
Jords
27m 36s
But the world still sucks.
Rocky
27m 40s
prep people, I think, to maybe not come out of this on top, not come out of these as heroes,
27m 44s
to not come out of the scenario of having one, you know, this is one where you've kind of got to
27m 50s
wallow in the vibes a little bit to get a satisfying ending, which again,
27m 56s
is not to say that they can't be satisfying, but it's not a power fan.
Jords
27m 58s
but just not in the traditionally enjoyed sense.
28m 2s
And I actually want to disagree.
28m 6s
I think we're ready for next step,
28m 8s
which is how do we rebuild those into a gameable situation,
28m 14s
something you can prep and be ready for and run so that those vibes fall out at the table.
Rocky
28m 16s
Yeah. Make it a game.
Jords
28m 19s
I actually would run this so that my players don't know they've entered a noir mystery.
28m 26s
And if they piece it together a-
28m 28s
along the way, that's great for them.
28m 31s
But I really want them not to be looking for the tropes to begin with,
28m 36s
because the tropes often signal something in advance.
28m 40s
If they're familiar with the structure of it,
28m 43s
I don't want them to see the code in the matrix.
28m 45s
So if I was doing this in like a long running campaign and I'm like,
28m 48s
I'm just going to drop a cheeky noir in here.
28m 51s
It lets you flesh out quite a lot of the world in a little microcosm.
28m 56s
You can tell a very big implied story.
28m 58s
And maybe the end of the noir arc leaves them in a position where they can then go back to power fantasy things and right the wrong.
Rocky
29m 7s
Yeah, I absolutely think, so first of all, you're absolutely right.
Jords
29m 8s
But I think this is like the middle movie in a trilogy in that case.
Rocky
29m 17s
We often start these things by talking about like, how would you run this?
29m 20s
Is it a one shot?
29m 21s
Is it a campaign?
29m 22s
I think the ideal way to run this you're right is as a like an arc in an existing campaign.
29m 30s
I think that's probably where you're going to have the most fun.
29m 34s
I love the idea of making it, having it not be obvious.
29m 37s
I just think that this has become so ingrained in our culture that a lot of the fun of doing it is playing along with the tropes.
29m 49s
And I just, I don't want to deprive them of the moment, you know, someone walks into their office and, or into their base and is like, I need your help.
29m 57s
Like, I don't want to deprive the players of the moment where they get to stand and like stare out the window and have the, like, the chiaroscuro lighting coming through the blinds and smoke a cigarette.
30m 8s
That scene is so much fun to actually role play through.
30m 14s
And I think if you don't telegraph at least a little bit that that's what you're doing, then you're, you're not setting the players up to, like, have fun with those scenes.
Jords
30m 24s
See, I still think you telegraph, but on the meta level, you don't say, all right, let's do a noir mystery.
30m 31s
Everyone, when you arrive at the table tonight, we're doing noir investigators, you're hardboiled eggs and you're out there trying to find the truth.
30m 38s
Instead, I would do that scene setting up, that aesthetic of like, you know, she walks in, her legs are so long, she's still out the door while she's in the room.
30m 51s
She's standing in front of the window and she sparks up a cigarette.
30m 54s
And you don't even know where she's smoking her from because her whole body is legs and then
Rocky
30m 58s
that should be new episode title you've got no it's one egg and one leg the the the hard hard-boiled detective is your egg and the the broad the femme fatale is the leg that's what you need that's the ingredients for why is one egg and
Jords
31m 2s
her whole body is legs.
31m 17s
Okay, this is like a racy pin up 1920s.
31m 24s
Leg jutting in from out of frame.
31m 27s
And in the crook of the ankle balances a little egg in a trilby hat and a trench coat.
Rocky
31m 31s
I think you're right, look, I think if you, again, if you do it in an ongoing campaign,
Jords
31m 32s
There's your icon.
Rocky
31m 39s
it ending not necessarily with a whole victory for the players, I think that's less of an
Jords
31m 46s
Mm-hmm. It gives a good push towards further action and it doesn't just leave him on a down note
Rocky
31m 51s
Yeah, they've got they know that there's going to be a next week and that they're going to get their their upswing next time like I think that's probably a good way to.
Jords
31m 59s
And I think this is relatively easy to transpose straight into an existing campaign of almost any type of game.
32m 7s
Like there are a few systems that I think wouldn't support it by the nature of their play, but by and large, you can drop this meta structure into just about anything.
Rocky
32m 15s
Yeah, so again, this is one where I don't know that the, like you said, the game system matters a huge amount, and it's one where, not that there aren't game systems that do it well, forward sizzle, but yeah, it's one where the structure of the plot, that's the thing that you're bringing as a game master, that's your like secret sources, knowing how these stories are structured.
32m 39s
And you're not necessarily relying on the system to support that too much, as the person who--
32m 45s
who's sort of facilitating the game, like, I'm going to push it in that direction. And the system may give me some tools to do that, but you're not relying on the system to structure the play for you, which we do a lot.
32m 57s
And it's one of the kind of fallacies that underlies the responses we see on Reddit a lot when we talk about this stuff. It's like, how would you run a this game? And people say, oh, I'd use this system. It's like, yes, but how are you deploying that system at the table?
33m 10s
one. It doesn't matter. Every system is going to have some mechanics for finding clues.
33m 15s
And I think this is one that is, again, so iconic, so ingrained in culture, and also such a doable structure that you don't need the game system to shape that for you. You can do it yourself.
Jords
33m 29s
It was a good rant. I think it was great. A one phrase answer that's just a system doesn't give you the vibe, right? The GM infuses the system with vibe.
33m 38s
It's the descriptions that you have in your head when you're telling this to players. It's the structures of how information is transmitted.
33m 45s
It's the backbone of the story that allows vibe to fall out of it.
33m 48s
But just saying, powered by the apocalypse, doesn't give you the juice there.
33m 53s
Doesn't give anyone some actionable advice on how to turn that vibe from there.
33m 59s
It's just a system that allows you to turn their content into a game.
Rocky
34m 1s
Exactly. And it's one of those things where as a Game Master, one of the big things that you do is present your players with options. The options that you put in front of them are going to have a huge effect on shaping the actions that they take and the way the story progresses. And Noire is a great one for that because it's very easy for you to ask yourself, like, what would Humphrey Bogart do? And he'd probably, like, smoke a cigarette and pick up the phone and like go get in a fistfight with someone like.
34m 31s
It's very easy to present those kind of affordances to your players because these stories are so iconic.
Jords
34m 40s
All right, let's lay down some structure.
Rocky
34m 42s
Yeah, let's talk about mysteries.
Jords
34m 42s
We've-- all right, we're going to launch into the episode within an episode where we just talk mysteries.
34m 52s
A noir mystery is a little bit more tricky than your traditional--
34m 57s
all of the things have already happened,
34m 59s
and you're just picking up the pieces to figure out what it was because we're running events concurrently as the players are embroiled in them.
35m 8s
I don't think this works very-
35m 10s
very well for an open-ended mystery type, so like you carved from Brindlewood games, where there's no set ending to the mystery,
35m 18s
there's no conclusions that can be made because the players determine the conclusions as they go along,
35m 23s
I think for a noir, you have to prep ahead of time what the mystery is.
35m 27s
The Maltese Falcon, I think, would be a big old flop if actually we didn't know that the Maltese Falcon was in play the whole time.
35m 37s
Instead, we have...
35m 40s
...the mystery that's kind of set up ahead of time, like a scenario that is engaged ahead of time...
35m 46s
...we have all of the events already pre-recorded that have led to the inciting event occurring...
35m 53s
...and after that, I think we have a timeline of kicks that are going to occur.
35m 58s
So if the players don't intervene, this NPC dies and then that information is made available to them.
36m 5s
and if it progresses down to here, the bad guys move their headquarters from this place to that place.
36m 10s
And then the next step occurs.
36m 11s
So I think we know everything that's set in stone up until the first point where the femme fatale walks into the player's office,
36m 19s
which is our inciting node, our very first node.
36m 23s
And then after that, the players are the ones responsible for investigating.
36m 27s
And if they don't hit certain things, we trip new events, new content.
Rocky
36m 34s
So thinking about how I would actually lay this out,
36m 37s
since I may, we prep in 20 minutes,
36m 40s
not we prep in three hours, kind of a guy.
Jords
36m 42s
Yes, I actually think this one's a bit more investment than what I would.
Rocky
36m 48s
Yeah, look, possibly.
36m 50s
So before I was talking about you've got this idea of certain things will happen at certain times,
36m 56s
I think you can almost write this out as a timeline.
36m 59s
Give yourself little boxes, right?
37m 1s
And each box is something that perhaps the players
37m 4s
and some of them are already filled in, like this player,
37m 6s
like this person gets shot, this thing happens,
37m 8s
this thing happens, yeah.
37m 10s
But that idea that like time,
37m 12s
firstly time is a limited resource and you only have slots to do a certain number of things,
37m 18s
I think giving yourself three boxes and then a kick happens and then two boxes and then a kick happens, one box, and then a kick happens.
37m 26s
A structure that I've just pulled out of my head,
37m 28s
but I kinda like it 'cause it gives you that like escalation
Jords
37m 34s
Events are accelerating.
Rocky
37m 34s
and you just have less and less time as events pick up.
37m 36s
It's like, hey, you only have time to do a couple of things before the plot is gonna kick along on its own.
37m 41s
And so I think that would be what my prep would look like.
37m 44s
It would be filling in a couple of those boxes ahead of time with events that will occur anyway,
37m 52s
unless the players intervene.
Jords
37m 53s
So that's really quite a very tight structure, right?
37m 56s
Like you, you have three opportunities to play out a scene and then something will happen.
38m 2s
And then you have a few opportunities to play out a scene and then something will happen.
38m 5s
I think I would go a little more freeform and instead, if certainly this depends a little bit on the system, otherwise I'd want to make that available to players ahead of time,
38m 16s
the information of how much time a given activity will take.
38m 20s
So if it is like call up and set a meeting.
38m 23s
That, you know, that that'll take two hours for you to set up the meeting and get to the spot and then have the people arrive at the spot, something like that.
38m 30s
I'm I'm doing that because I like the idea that it it affords the players lots of different avenues to do things.
38m 38s
And I don't want to make it too punishing if they don't trigger interesting scenes through through no fault of their own.
38m 46s
They might just set themselves up for something that's a little bit flaccid.
38m 49s
like I can imagine straight up our players doing a like
38m 53s
let's talk to npc a first get that information go to location a and i'll be like let's go back to npc a and depending on what they're found maybe it's not a very interesting conclusion and npc a doesn't push the story along anymore I think I would feel shitty if that was their their third opportunity to consume time
Rocky
39m 14s
I don't think this is something that I'm necessarily exposing to the players.
39m 17s
I think this is my mental planning tool.
39m 20s
I would probably just not count it if they went back and did something unproductive.
Jords
39m 24s
Be a little bit more flexible just for their sake, yep.
Rocky
39m 27s
But I think I would also be willing to either riff on that and make sure that they do get something interesting out of it or like, I don't know man, a big part of these films,
39m 39s
a lot of the time is like they faffed around and then something happened to like kick them
39m 44s
you know into the mystery and I think what you've described is like a feature not a bug.
39m 51s
I think if they faff around and go back and don't find anything new and then suddenly they get a phone call that like the you know someone's been shot, like a key suspect or a witness has been shot, like that feels very nootomy.
40m 3s
Let's go back to the scene of the crime and have another look around.
Jords
40m 6s
We do totally agree on that one it's just the space between those ones I think is is what we're a little different on I I fully agree that if they do spend too much time faffing around then the kick does occur and does push them forward but yet I unproductive gameplay I don't think it's fun for anyone at the table so unless like you truncate that like you you see in advance are you going back to ring a dry sponge then I'm going to just like quickly pull that kick forward so that it happens just as you get there and like I'm not above rising out of game and just saying directly like you guys have exhausted all the options here you've got like you're very confident your your characters are very competent and you've scoured this place for all info.
Rocky
40m 6s
You don't find anything new but then you get the news that someone's shot and like the plot continues.
40m 10s
that fuse.
40m 55s
Yeah. Yeah. I think you, like, you can just, you don't, you don't even need to get out of game to do that. You, you can just say that.
Jords
41m 1s
Well, this is one of those times that I think it's great for us to role model that trying to solve in-game problems with in-game solutions is not always the right way.
41m 11s
You do have the outside of game toolbox available to you as well.
Rocky
41m 15s
Mmmm, arrange for the pizza to arrive, that's your interruption.
Jords
41m 16s
So we have a series of, series of nodes that are going to happen unless players intervene and negate what those trigger points are, and ahead of time, those nodes must have information that spurs the investigation forwards, right?
41m 37s
So we've got to have like, if we've got our initial setup, and we've got the events that are going to occur, that lets us put clues that shove players into interesting places on those events.
41m 52s
So if it is the person, an NPC is shot and dies, you have like an artifact on their body from the last place that they were before.
42m 1s
They were at the crime scene location,
42m 3s
or they're carrying something with someone's phone number on there, or a box of matches.
42m 9s
It's an easy vector for a pointer clue.
42m 12s
And I think this is a bit--
42m 13s
I want to chat about three different types of clues that we can put down.
42m 17s
All of our proactive nodes have to have pointer clues, which tell the players to go somewhere and unveil new information.
Rocky
42m 27s
Okay, so pause for a second there when you're talking about proactive nodes. What is that?
Jords
42m 32s
Oh, sorry, proactive note is a kick, right?
42m 34s
I use those ones interchangeably.
42m 36s
So it's something that occurs without the players having to see it first.
42m 42s
So,
Rocky
42m 43s
So that's exactly the thing that we've been talking about where things will happen anyway, unless the players.
Jords
42m 46s
yep.
42m 48s
Yep, exactly that.
42m 49s
So if the players haven't done the right stuff in advance,
42m 53s
the NPC gets shot and they arrive at the crime scene.
42m 56s
There are pointer clues that tell them to go somewhere else that gives them a new avenue for information gathering.
43m 2s
If we don't have pointer clues, they can't use that to do anything new.
43m 8s
So a pointer clue straight up tells you to go to a person or a place or an event that's occurring, something like that.
43m 16s
Second type of clue, uh, is what I would call an outcome clue.
43m 20s
And that's something that allows you to deduce an outcome.
43m 24s
So something deductive, something that's like, um, you know, you see,
43m 29s
It's the shape of the person's.
43m 32s
Boot matches a footprint you saw earlier.
43m 35s
So it allows you to like put a person in a position at some point in time.
43m 40s
It allows you to make a conclusion about what is happening,
43m 43s
but doesn't necessarily tell your players to go anywhere or do something new.
43m 48s
It gives them information about what was happening,
43m 51s
but not where to go next.
43m 54s
And then the third type of clue is even more stripped of context,
43m 57s
and I call it a foreshadowing clue.
43m 59s
A foreshadowing clue is something
44m 2s
that makes sense in retrospect.
44m 4s
So if you've got like a hidden reveal at the end of this,
44m 7s
like at your climax node,
44m 9s
when you see that and you understand what's going on at last, that's when all of the little foreshadowing things make your players go,
44m 15s
"Oh, that's why they were wearing a green hat."
44m 20s
But in advance,
44m 21s
they just noticed that they're wearing a green hat and it doesn't actually point them towards a conclusion.
44m 25s
And it doesn't point them to a new place to gather information.
44m 29s
So I think when we talk clues.
44m 32s
Breaking it down into like a clue that sends them somewhere new and lets them get more stuff is really important.
44m 39s
You can build an entire mystery out of just pointers, but it's pretty boring.
44m 44s
Seating the outcomes and the foreshadows actually makes it interesting and memorable and textural.
44m 53s
But if you only do those ones, it doesn't point them towards a conclusion at the end.
44m 56s
It doesn't point them towards a climax note.
Rocky
44m 58s
So what would your mix be? What's your ratio of one to two to three?
Jords
45m 5s
I would say you should have at least three-pointer clues for every location that you want people to go to because it's entirely possible that your players may miss them or not interpret them correctly.
45m 19s
So this is like, exactly.
Rocky
45m 20s
We love a three clue rule.
Jords
45m 22s
The three-clue rule is one of those beautiful things.
45m 24s
It's been around for a million years.
45m 26s
Justin Alexander has a fantastic write-up of it.
45m 29s
The three-clue rule, the inverted three-clue rule, and like, building revelation lists.
45m 35s
Excellent stuff.
45m 37s
You can find it on his blog, or you can read the book How to Be a Game Master, where it's like a blog, but it's all printed out and bound together into a single unit of knowledge.
Rocky
45m 47s
Why don't you just go to e-books?
Jords
45m 49s
Yeah, so you've got your three-pointers to get people to go to places.
45m 55s
Then I would dump, like, depending on what my interesting outcomes are, I would dump at least two, sometimes three. And for foreshadow,
46m 6s
you just go nuts, as many as you want.
46m 8s
Doesn't matter because you've stripped them all of context.
46m 11s
You can dot them anywhere. And unless you do like an overwhelming amount,
46m 17s
players won't typically be able to use them to see the future,
46m 21s
to see where it's going. That's what that's what your middle tier outcome
Rocky
46m 21s
Yeah, I think the other thing to jump back to here is this idea that we're not necessarily always using clues to piece the mystery together on their own.
46m 37s
A lot of the time we are using them as leverage.
46m 41s
So I think if we're thinking about that stuff that like, okay, first of all, we know that our characters lie.
46m 46s
We know that some of them are going to double cross you.
46m 48s
We know that some of them are straight up unreliable.
46m 51s
We are using these clues not just as things that are going to let us piece the mystery together on our own, but things that are going to let us go back to people we've already talked to and press them to tell the truth this time, right?
Jords
47m 1s
That's what your outcome clue is for right it gives you it says actually the femme fatale was at the hotel at the time of the murder that doesn't add up with the timeline that she told us.
Rocky
47m 17s
And I think that also gives us something to maybe make those scenes where, you know, going,
47m 24s
going back and revisiting things and quote, quote, unquote, wasting time.
47m 29s
It gives us a way to make those a little bit more dynamic because one thing we do want to encourage players to do.
Jords
47m 34s
Yes, yeah what I want to avoid is if they have you ever had it before where your players
47m 42s
God I think of it as the Morrowind problem. So in Morrowind
Rocky
47m 46s
Every time you get a clue, you run back to the Quest Giver and ask them about it.
Jords
47m 50s
Yeah, you unlock a new dialogue option and you go through every single dialogue option and like I had one player who is like The perfect example of this as soon as you meet a new NPC. He's like, alright top to bottom. What do we know?
Rocky
47m 50s
It's like, and now run back and ask them about this.
Jords
48m 4s
Ask them everything that I couldn't possibly ask and he like this guy only knows four things and
Rocky
48m 10s

[laughter]

Jords
48m 12s
I would rather not tell you his entire life story to this point
48m 17s
And it doesn't feel like you're using your deductive powers as a player
Rocky
48m 20s
Yeah, so that's I guess that's the kind of thing I want to probably spend a second on is like how much of this
48m 27s
Mystery solving do you think it needs to be player skill and how much do you think is?
48m 33s
Stuff that you can tell them that their characters have done. How do you see that split?
Jords
48m 37s
So when you're discovering a pointer, that's a given. Anyone who has the requisite ability should just be able to get that information for free, because otherwise, our backbone of the mystery stalls and you're not sending players to places that give them interesting information to make really good choices of. This is the equivalent of don't hide the secret
49m 7s
behind a dice roll. This one comes out in every gumshoe game. The structural elements of the mystery should always be known by the players. The outcomes are something that I think should be
49m 21s
on the edge, where maybe the players just piece it together themselves, and that's great. But they act as a perfect extra piece of information that if they want to roll for it or spend some resources,
49m 33s
That's when you introduce those.
49m 37s
The reward for risking something is you get to make this clue that complexifies your information space and lets you open up more avenues of action to take to further the mystery.
49m 49s
And when players are choosing to spend that,
49m 53s
that tells me that they are buying into the scenes in front of them.
49m 57s
Now, earlier you did say it's full of red herrings.
50m 2s
I wouldn't structurally deploy red herrings.
50m 4s
I deploy lies?
50m 7s
But in my mind, when I contextualize what a red herring is, it's where you end up finding the dead end.
50m 12s
So you get sent somewhere and it yields nothing valuable or like a wrong conclusion.
50m 17s
I think all the conclusions that they make should be valid because then you still end up like identifying someone's hidden agenda out the other side of it.
50m 29s
So like the lie can send you in a productive place but then it allows you to recontextualize what you've already engaged with.
50m 37s
I think a red herring is more of a like full stop.
50m 39s
It's a dead end.
50m 40s
It's a, I have nothing to,
50m 42s
like I just have to retrace my steps and find somewhere else to go.
Rocky
50m 46s
Yeah, I think a red herring is a fun part of the of the movies for viewers.
50m 52s
I don't think it's a fun thing to play through in a game.
50m 55s
And your players, you know, afterwards are never going to go back and be like,
50m 59s
man, remember that time that they had that we had a really good red herring.
Jords
51m 4s
Yeah, nobody, the only time it comes up is when someone's like, man, remember the time we spent like 20 minutes just faffing around because we thought there was something but
Rocky
51m 13s
Whereas there is actually I think potential for man remember that time that George straight up lied to our faces and none of us knew like that has the potential to be a really great a really great.
Jords
51m 20s
- Absolutely.
51m 24s
I've had that one and like I find taking compliments from my players awkward at the best of times and a bit where they're like,
51m 32s
yeah, that was so memorable because it really sucked for us.
51m 35s
And I'm like, thank you.
Rocky
51m 38s
what? It's like, man, you're such a great liar. Thank you.
Jords
51m 45s
Right, so structurally, we've got a bunch of nodes.
51m 48s
We've got a [INAUDIBLE]
51m 50s
story of things that have led up to this point.
51m 52s
We've got a calendar of when things are going to occur next if the players don't intervene to subvert them or gain that information ahead of time.
52m 2s
Each of the things that comes next has been prepped with at least a couple pointer clues to send the players to gather more information.
52m 10s
We've got pointer clues on all the other nodes of our mystery.
52m 13s
I'd want to have at least one initial node that's like a direct cold.
52m 20s
So, whatever the initial mystery is, it could be like, "Tail a person, find a thing, find a person, protect this thing," whatever it is. That is easily accomplished. But in the doing so, they go to do the thing. That's where story space opens up.
52m 50s
It sends them in multiple different directions that allows the players to choose where they're going to use the detecting time. And then we've got, you know, maybe they visit a couple of spots, and then the kick happens. And then the kick pushes the story forwards with pointers, and then puts them back into story space.
53m 8s
And we have a relatively small cast of characters that we've prepped ahead of time. So I would say something along the lines of three bad guys that aren't necessarily from the story.
53m 20s
Maybe it's like, one is the kingpin, one is the henchman that we always see, one is the femme fatale, and one is the, like, cop that you're evading along the way or something like that because you've been implicated.
53m 33s
And then each time, like, a kick happens or a significant revelation is made, it gives the opportunity to reinterrogate those nodes and reincorporate information that has happened before. And I think that's our play loop.
53m 48s
Each time we hit like a kick or a significant revelation, the same players come back into it and we complexify the information we already have access to. And then we have some sort of a showdown event at the end that may or may not happen because the players subvert it entirely. So if it's like the grand reveal of the Maltese Falcon, maybe if they're really clever they actually just get it and abscond with it and there's no like huge showdown with the boss but then you've got like a tailing end that they can
54m 20s
track you down in the future because I've been searching for it for 17 years.
54m 23s
I wouldn't want to rob the players of a ginormous victory if they pull it off ahead of time.
Rocky
54m 28s
I mean look that feels like when it is like if you if you find the Falcon then I think you get to show up to the meeting with it and you know bargain for it because you have no use for a statue but you know that they want it and like I think that becomes your ending.
Jords
54m 42s
Yeah, that's a good point actually having the Falcon is actually useless you you need to sell the Falcon to yield benefit
Rocky
54m 48s
Yeah and and who are you going to who would you sell it to except the person who has been hunting at this whole movie that feels very.
54m 58s
Like morally ambiguous to me I think that's an ideal ending is the players find the thing they've been trying to keep out of the bad guys hands and then in a quest to get paid turn around and sell it to the bad.
Jords
55m 11s
Yeah, I think that's a fantastic, like, yeah, actually you forced the show down.
55m 15s
It's just now the leverage has changed and you end up with a not strictly black and white, despite the color aesthetic outcome.
Rocky
55m 24s
Cool, so
Jords
55m 25s
Right.
55m 25s
So that means when I'm prepping, I'm going to be prepping out what are the significant revelations that are going to be made?
55m 32s
What are the big conclusions I want the players to come to?
55m 35s
And then from each of those, I got to tease out some, uh, like outcome clues.
55m 41s
That are going to point towards those revelations, things that answer the question, why.
55m 47s
Right.
55m 48s
Point to clues, answer the question of where, as in where to go next outcomes,
55m 53s
answer the question of, well, why were they there or what were they doing?
55m 57s
Why were they doing that?
56m
So prep a bunch of those for the revelations and then seed them out.
56m 3s
All up, like having done mysteries of this style before that usually takes me about an hour, hour and a half.
Rocky
56m 14s
Yeah, that's that's sort of really hangs together for me.
56m 18s
I would probably I'd probably play faster and looser with it
56m 23s
just because of who I am as a person.
56m 25s
Maybe have a few more of those.
56m 28s
And this is, I think, purely a stylistic or a preference thing.
56m 32s
But maybe just have a few more of those clues, not
56m 36s
necessarily super tied in to
Jords
56m 40s
Yeah, that's a really good point. Floating clues.
Rocky
56m 42s
situations and
56m 44s
just have things that I can kind of drop as they as they come up but yeah I think that's a I think that's a good structure it's really the structure that or the kind of story that node-based design was designed for.
Jords
56m 59s
Yeah, the floating clue I think is a really important one to have in your back pocket,
57m 4s
and it really does stop it when your players, you know, go back and try all the same dialogue options again and hope to get something new. That's where you attach a clue that isn't bound to a certain origin point, but does point somewhere else to be like, okay, you guys really stuck.
57m 21s
You know what, the second time you went back to interrogate that guy, he told you that this This location is where he was and he said it.
57m 29s
And I was like, okay, we now have an ability to go to that spot.
57m 33s
It's like a gimme in a way, where you're like, I just need to,
57m 36s
I need to hoof something at my players so that they will go somewhere new.
Rocky
57m 40s
Anything else you get a prep you've got some you've got a plot you've got some characters you've got some clues
Jords
57m 48s
nodes. And depending on what the system is, I might prep just like a couple of actions that the players can take, like a pick list of things to be like set up a meeting that will cost this much time, or some sort of travel time costs across the city if the system is that granular. I know, I find it really boring. Everything takes like multiples of a half hour to get done.
Rocky
58m 7s
and I don't want to mess with that. This is why I'm like this is why I went straight to like you have
58m 15s
you have three boxes and you have time to do three things I'm like I don't I don't want to mess around with do we have time to do this do we have time to do that I'm like no you have you have three actions.
Jords
58m 18s
Yeah.
58m 28s
Look, I, by and large, agree with that.
58m 30s
Unless we're real deep in a campaign and a system that doesn't easily support that.
Rocky
58m 37s
um I have two two things that I would add to my prep one is a soundtrack um
58m 44s
you gotta have you have something with some like sax in it um some something jazzy and oh maybe i'll make it three things maybe this is one where I would bust out some lighting so I think this is one where you can turn all the lights in your house off and work at the dining table with like a desk lamp I think that's going to give you precisely the vibe you want like wax them wax them
Jords
58m 49s
real lonely sacks.
Rocky
59m 7s
in the background like
Jords
59m 8s
Like, "Hey guys, I haven't told you that we're playing noir, but I'm turning all the lights off,
59m 13s
here's my warm yellow desk lamp, and my saxophone. If you don't figure it out, it's on you at this point."
Rocky
59m 16s
yeah. And I think the other thing that I would prep maybe it would depend on how much I wanted to get into this but when you mentioned earlier Sam's phone just keeps ringing and he'll pick up the phone and there'll be a clue for him. Like some kind of I don't I don't think I want to go full like make a prop or maybe I do I don't know but some maybe like a sound
59m 46s
board with a like a button you can push to be like the phone rings and here's the information you get right like I think that vector for getting information to the players of just having like hey you you are you are detectives you have an office you have a a phone that sometimes rings where people will just anonymously like give you information I think that's a really good way to drop things to the player without it feeling like it's a a game master gimme it can feel like it's
1h 16s
the world and part of something that's like quote unquote supposed to happen when it's really you kind of throwing them a bone so I would have some kind of a phone and maybe like do some gimmicky stuff like maybe like whoever answers the phone they get handed
Jords
1h 34s
Yeah, I also really liked the idea of you, you've prepped like a secretary type character.
1h 40s
So if there's no easy way to be like the phone rings cause you're all at the office, because for some reason you're just always out, you have the character be like, "Hey, someone called for you."
1h 52s
And then you still have the opportunity to give them the clue card and it's just like tersely written information.
Rocky
1h 53s
Here's your phone note
1h 55s
Yeah
1h 58s
And then you get to be like ah this secretary takes terrible notes, what do we what do we pay them for? Yeah
Jords
1h 1m 5s
She has the handwriting of a doctor.
Rocky
1h 1m 5s
That's all that's all that's all they said. Oh
1h 1m 9s
If we were on the phone we would have interrogated this person's like that's all they said is come to the docks at 9 o'clock tonight I didn't ask who it was I
Jords
1h 1m 16s
What do they sound panicked?
Rocky
1h 1m 19s
I don't know, it's like, what have I told you about asking people who's calling?
Jords
1h 1m 25s
What do I pay you for?
1h 1m 26s
You don't, we're broke.
1h 1m 29s
Good point.
Rocky
1h 1m 30s
Yeah you doing it you doing the bit.
Jords
1h 1m 35s
Yeah, I like that.
1h 1m 36s
I like setting the mood, maybe even like a, you know, like a four line opening scene setter that I'd have written in advance so I don't drop the occasional "ah" or "ah" as I'm like, she walks into the office.
1h 1m 52s
It's one leg after another.
1h 1m 54s
Eventually the rest of her body comes through and it's, she's just incredible.
Rocky
1h 2m 1s
She's a centipede, all legs.
Jords
1h 2m 1s
Well...
1h 2m 4s

[laughs]

1h 2m 7s
Alright, we've got ourselves a structure. We've got ourselves the prep stuff.
1h 2m 11s
We have the vibes that we want to be dropping in.
1h 2m 15s
What are we gonna run it in?
Rocky
1h 2m 17s
I'm going to go first. I don't care. I think this is a thing that will run in anything.
Jords
1h 2m 20s
Honestly?
Rocky
1h 2m 28s
And I think as long as you are being mindful of not gating progress behind checks that can be failed, you're going to be fine. So as long as you have -- and that doesn't require a huge amount of editing to most systems. It just means that in a 5E, when you get to
1h 2m 47s
roll your investigation check, the investigation check is the choice between a success and a success plus extra information. You don't have to do that much to the system to make
Jords
1h 2m 55s
I'd say in 5E, I explicitly never call for a role for the information that they are always going to get.
1h 3m 6s
So if it's the pointer clues and they're like, "Oh, I want to check the body," and I'll just straight up say, "You find a matchbox that has the address of a hotel to go check out and like a room number written in it."
1h 3m 19s
And then if they say, "Have I been to this hotel before?"
1h 3m 22s
That's when I might ask for a role.
1h 3m 25s
It won't necessarily mention that there's a boot print in the mud nearby unless someone goes looking for the boot print in the mud.
1h 3m 47s
Now there are some things that I would want to be wary of if I was to run this in a 5e And that's when you have just like abilities that.
1h 3m 55s
Strip away any of the fun in there.
1h 3m 58s
And the perfect example of this is your zone of truth.
1h 4m
The femme fatale walks into the bar.
1h 4m 2s
The players recognize they're in a noir mystery.
1h 4m 4s
The femme fatale says, I need you to go tail this guy.
1h 4m 7s
I think he's abducted my sister.
1h 4m 9s
And then the paladin goes, stand over here in this cone for a moment and then say it again.
1h 4m 14s
And you're like, actually, I'm looking for the Maltese Falcon that I betrayed my partner for.
1h 4m 19s
Like there are ways around it, but it's not super fun.
1h 4m 24s
I think if you're--
1h 4m 25s
if you've got those just like straight up plot negator devices,
1h 4m 29s
then I think you need to have a little bit more care spent in the structure of your mystery,
1h 4m 34s
such that maybe it all occurs on the same day and the paladin only has a couple of spell slots so they can blow a few of them and quote-unquote ruin a reveal. The player has earned that by taking that spell but you haven't uh you haven't thrown the baby out with the bath water by just designing something that could easily be overcome by knowing one of these revolutions.
1h 4m 55s
From the beginning.
Rocky
1h 4m 57s
Yeah, I think that neatly solves two problems at once, is it gives us our sort of pacing and it also lets you limit what they can do with the magic of it all.
Jords
1h 5m 7s
Um, blades in the dark, I don't think is actually a very good like fortune the dark.
1h 5m 12s
I don't think works super well for this because normally you'd be riffing.
1h 5m 17s
Like it doesn't tell mystery stories as well as it tells high stories.
1h 5m 20s
So you'd be riffing and dropping clues and telling players to go to places on the fly, but there's a, like the character ability for the slide is you unerringly know whenever someone is lying and that's, that's not, you know,
1h 5m 32s
what the truth is it's now, you know, that the thing you should be applying
1h 5m 37s
your efforts to is catching them out in their lie.
1h 5m 41s
Um, you know, you're, you're more call Cthulhu esque investigation games work really well.
1h 5m 47s
And I think the ones that are absolutely made for this are the gumshoe family.
1h 5m 52s
Like the gumshoe family of games, first of all, exquisite GM advice for running mysteries that explicitly built around that night's black agents.
1h 6m
I think is a perfect example of how you would run this, especially if you take out the vampire element and they're actually just
Rocky
1h 6m 7s

[laughs]

Jords
1h 6m 7s
like retired intelligence operatives who run a private detective agency and you know that that book as well has the advantage of giving you explicit spycraft techniques to use so you can you can learn more information. There's a really good one I loved in Chinatown, right? I only watched that last year, I think. And you know, it's from the 70s. Jack Nicholson is in the 20s. He's, he's a private detective and Professional piece of shit
1h 6m 37s
Right at the start, he's trying to like track a guy who has left his car and he's sitting there staking out the car and the guy just doesn't come back for ages.
1h 6m 48s
So he gets bored and he just pulls out a box of little pocket watches and sticks one under the wheel of the car.
1h 6m 55s
So as soon as the car reverses, it destroys the watch and that's the time that they left.
1h 7m 1s
So he's like at some point he learns that they did leave and it was this time when they did.
1h 7m 8s
And yeah, I'm pretty sure that's in the Knights of Black Agents book and I'm like that's so clever, so smart.
1h 7m 15s
So having something like that, I think as a GM, you can run it in just about anything.
1h 7m 20s
Some things will run it better, but you may also need to help your players to be proactive in setting up their own investigation nodes, especially if they haven't experienced this before.
1h 7m 32s
like you want to model that behavior.
1h 7m 34s
Like, yeah, you've got all of these options.
1h 7m 37s
How are you going to set up a meeting with this person and maybe give them, like, the gentle lead-in to encourage that proactive behavior?
1h 7m 46s
Some players awesome at doing this straight off the bat.
1h 7m 48s
Some just might need a little nudge if they've been more conditioned for a certain mode of play.
Rocky
1h 7m 54s
So, having done "would you run this in 5e" at the start, would you run this full stop?
Jords
1h 8m
Yeah, there's a reason why it's been spoofed so many times and recycled and we keep adding new bits to it and there's a whole neo-noir version of this. It's such an engaging story.
1h 8m 13s
It's such an engaging unfolding series of events. There's a lot of tension in there and it is rather easy to put one together when you know the structure that you're aiming.
Rocky
1h 8m 23s
I think I would do it for sure, but I think you're right. I think it's at its best when you get to drop it into the middle of an existing campaign and let everyone cosplay as detectives for a session or two. Just really getting to ham up those tropey parts I think could be great fun.
Jords
1h 8m 46s
And if it's an existing campaign and you already know your party, then the femme fatale that walks in, you already know exactly who they need to be to manipulate one or more of your players.
Rocky
1h 8m 57s
Oh yeah, exactly. I think playing with established characters really helps here, because I think if you're making characters for this game, it's hard to just not have everyone be, "I'm a retired cop who's now a detective and I'm broke." So I think the big advantage you get dropping this into an ongoing campaign is that you get those characters for free with actual, you know, backstories and they are.
1h 9m 28s
Without, yeah, having to have everyone roll up a hard-boiled detective.
Jords
1h 9m 31s
egg. Damn it. Let's. This has been another episode of Playtonics. I hope you enjoyed our journey into the dark underbelly as we glance out our window through striated blinds that cast harsh shadows on our sallow complexions.
Rocky
1h 9m 33s
Alright, shall we wrap this one up?
1h 9m 50s
I don't I'm not I can't that's how do I follow that you can find us on the internet at Playtonics.net send us an email at hello@playtonics.net subscribe to our email newsletter also at playtonics.net obviously the best thing we do is the podcast which you're already listing to but we would love it if you would send it to a friend send it to your game master if you are a game master send it to another game master and get a
1h 10m 20s
little inspiration out there into your your gaming circles.
1h 10m 26s
The other coolest thing that we do is the discord so you can hop on discord join us for a chat share your spiciest RPG takes and there's a good backlog in there to scroll through.
1h 10m 39s
So definitely join if nothing else to check out other people's hot takes.
1h 10m 44s
You'll find us on all the usual social media platforms.
1h 10m 46s
So, you know, blue sky, mastodon threads.
1h 10m 50s
You can also keep an eye out for us on Reddit as well.
1h 10m 53s
We chatted about that a couple of times in this episode.
1h 10m 56s
And you will see you/Platonix posting a lot in r/rpg.
1h 11m
So if you see us around, fangus and up-doot!
Jords
1h 11m 4s
We did hit our big milestone recently, where somebody posted the usual thread in RPG of saying,
1h 11m 11s
"I want to adapt to this media. How do I do it?" And somebody tagged us in it. Feels good. Appreciate that.
Rocky
1h 11m 21s
You really want to make our day go on Reddit and recommend the show to people who are asking, Oh, how do I run this?
1h 11m 26s
Be like, well, I know there's great podcast.
Jords
1h 11m 29s
I have this great how-to guide.
Rocky
1h 11m 31s
Um, we will catch you next month.
1h 11m 34s
Uh, I have been Rocky.
Jords
1h 11m 37s
you to be Jords! Alright, see you team! Byeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!
Rocky
1h 11m 38s
We'll catch you next time.
1h 11m 43s
Bye.
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