The scene in which the hero is taken prisoner by adversaries is as deep a staple of adventure fiction as you could ask for. In roleplaying this basic scene has always acted as bugaboo. Players cling vehemently to their characters’ agency. Some would rather have their characters killed than tossed in a cell.
If we think about these sequences in movies and fiction, they always afford the hero a way forward, after a suitable period of frustration. The hero learns something about the antagonist, gleans some other key bit of information, or makes a key alliance that drives the story forward.
While designing The Yellow King Roleplaying Game I’ve found a way to get around the traditional reluctance to play that type of sequence. But we haven’t even Kickstarted that yet. But I can adapt the same principle to GUMSHOE One-2-One, which like YKRPG uses cards to represent ongoing consequences that affect the character over the course of the scenario. (Though the two games implement this differently.)
When you think your player’s Cthulhu Confidential detective ought to be knocked on the head, as happens from time to time to any self-respecting noir hero, offer this Problem card:
When You Regain Consciousness
You are knocked out and will wake up in the foe’s clutches. When you either escape, or gain a core clue while in custody, discard this card plus any one other non-Continuity Problem card you can justify to the GM.
Tell them that they can accept the card and forgo a Challenge to avoid being knocked out. Or they can take their chances on the Challenge, which might still wind up with imprisonment, plus one if not two worse Problem cards.
This signals to the player that, a) absolutely, there will be a way out of the imprisonment, b) interesting things will happen during the imprisonment and c) here’s a nice extra bribe for you.
This turns a situation in which the player fears loss of agency to one in which she has a choice and can feel in control of a temporary loss of control. As paradoxical as that may sound.