
Case Files - A Detectives Guide
A downloadable game
“Yes, I killed him. I killed him for money- and a woman. And I didn’t get the money, and I didn’t get the woman. Pretty, isn’t it?” - Billy Wilder
Case Files is a simple TTRPG in which the players play as hard-nosed 1920s noir detectives trying to crack the case by any means necessary. The game can be run with up to 6 players, with one player acting as the game master who controls the world and NPCs as they react to the player’s choices. This document provides all the rules you need to play this game.
All the rules for this TTRPG fit on a single page, with the other pages in the document containing GM advice and lists of skills and equipment. This system has been designed to be simple to understand, with rules straightforward enough to grasp in under 5 minutes.
If you're looking for additional materials for this game, check out:
- Veltro City Handbook – a setting guide for a noir-inspired city.
- The Union Bleeds Red – A scenario set in Veltro City, centred around a strike at a textile factory.
- The Complete Noir Collection - A collection of all my Case Files products, including a printer-friendly version and all supporting materials for the scenarios.
Updated | 3 days ago |
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Rat In A Suit |
Genre | Puzzle, Role Playing |
Tags | Detective, Mystery, Noir, Tabletop role-playing game |
Download
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Development log
- Updated artwork and writing54 days ago
Comments
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I don't get it. You say this is all you need to know and that the rules are straightforward... But I've read it multiple times and still don't have the slightest clue how anything works. When can what types of actions be used? What about actions that don't have anything to do with any of the attributes? What if more than one skill is relevant? What is the extent of use cases for each skill? How does combat work -- when is it initiated, what are the weapon damages and ranges, where is our health stat? What are our characters' origins -- are we police, private detectives, random people that happen to be good at some things? Do we belong to any organization, or know each other?
I am sorry you're confused, but I hope I can help clear things up for you.
When can what types of actions be used?
Unlike some TTRPGs, Case Files doesn’t use defined actions. Players describe what they want to do, and the games master narrates the results. If the outcome of a meaningful action by a character is uncertain or could lead to meaningful consequences, the Game Master (GM) may call for a check. An example of when/how checks might be used can be found in my prewritten case The Union Bleeds Red
What about actions that don't have anything to do with any of the attributes?
All checks are tied to one of the three attributes: Physical, Smarts, or Charm. If it’s not obvious which one to use, pick the one that fits best based on the context.
What if more than one skill is relevant?
Only one skill die is added per check even if multiple skills are relevant.
What is the extent of use cases for each skill?
Skills are intentionally broad. The games master has the final say if a skill applies, but players are encouraged to be creative and justify how a skill might be used.
How does combat work -- when is it initiated, what are the weapon damages and ranges, where is our health stat?
As combat is not the focus of this TTRPG, it is treated like any other check. There are no separate health or damage systems; instead, use narrative consequences. These consequences can come from the Danger system. With games masters using this system to inflict injuries or kill player characters , as well as other complications such as a suspect escaping.
What are our characters' origins -- are we police, private detectives, random people that happen to be good at some things? Do we belong to any organization, or know each other?
The short answer is it's whatever your group wants it to be. If you would like a setting where the players are city-hired detectives, please check out my setting guide here: Veltro City Handbook
Hope this answers your questions
Honestly... This just sounds like GUMSHOE with a reference card instead of a full rulebook. The skill distribution method and rolls are different, but the concept of an investigative-focused system, with automatic success if a skill applies, is the same. GUMSHOE is also highly narrative, but the rulebook actually *describes* what skills do and how combat works instead of asking the players and GM to argue over it every five seconds.
Thanks for the feedback. I get that this style of slimmed-down TTRPG is not for everyone, but I enjoy making/running it, so I am going to keep writing new cases for it. I appreciate you taking the time to share your thoughts.
The TTRPG itself is not slimmed-down. It's just confusingly written. It's exactly the same level of complexity as GUMSHOE, but the writing lacks clarity.
You yourself are able to run it with no issues because you already know everything that's left out of the rulebook. The rest of us don't.
I see what you're saying about the lack of clarity. It's possible the TTRPG puts too much on the GM to establish a standard of play. At some point, I may add an example of play to the rulebook to help with that. For now, at least, the pre-written adventure that can be downloaded demonstrates how a typical session of the TTRPG could be run.