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(+1)

Thanks for the positive comments!

To be fair, a lot of the general ideas about trainings and providing clues, I kind of took directly from the Gumshoe system. But FIST inspired me to try and streamline it way beyond the mechanics that Gumshoe uses.

But you're probably right that ENIGMA could easily be tacked on to other game systems as well. It does lack fight mechanics, if combat was something one wanted in an investigation game.

The rest of the supplement is basically my attempt to wrap my brain around what qualities of a clue are useful to think about in game terms, and how clues can be organized in some way that's helpful to running a game. Probably thr organization at least owes some relation to my previous experience with D&D-adjascent "point crawl" mapping, and trying to outline process flow disgrams at work.

I think your effort paid off! The diagram for investigation is really interesting. I had some similar ideas about investigation games and how it doesn't fit a combat framework. Your clues-first direction was very close to what I imagined. A sense-driven system where you get information by paying points. I never played Gumshoe so I don't really see where it begins and ends. But it's still very good work!

(+1)

Actually the core of the Gumshoe system is that you get information by paying points.  I intentionally removed point spending to try and simplify things.  But, if I understand correctly, the creators of Gumshoe intended that point spending would limit investigation length.

The Gumshoe system is used as the basis for several different game settings you might find of interest (some of which might vaguely overlap with FIST themes), but you can download the setting-free Gumshoe SRD for free here:

https://pelgranepress.com/2013/10/24/the-gumshoe-system-reference-document/