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Advice for designing a party stealth mission
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<blockquote data-quote="Quickleaf" data-source="post: 8721847" data-attributes="member: 20323"><p>I tackled one way of doing this, which you can see in my sessions notes (they're organized, I swear <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />) for <a href="https://drive.google.com/file/d/17L2u04VtasFnbeDkfShR5IReahBU5XZU/view?usp=sharing" target="_blank">Assassinate the Lizard Emperor</a> (GoogleDrive link). It involved substantial prep. Main principles were:</p><p></p><p>1. Design concentric "rings" of defense, and use PCs' initial group Stealth check to determine how many "rings" PCs bypass effortlessly before adventure begins in slower time</p><p>2. Allow PCs 1 hour to prep, and establish that 1 hour as a hard cut off so it doesn't bog down into analysis paralysis</p><p>3. Avoid calling for Stealth checks, instead players should want to actively avoid having to make a Stealth check because if they are asked to do so it's a last ditch attempt to avoid being discovered (more like a saving throw)</p><p>4. Establish connections between different areas when designing the scene, for example, if the bird is disturbed in Area A outside the evil monk's window, it flies up to Area F perching in the burnt out rafters of the lightning lab. The more of these there are, the more interactive it feels for the party, esp. if they split themselves or become split.</p><p>5. Have a table handy of eavesdropped conversations - players love to eavesdrop, and it suits the genre of stealth video games you're interested in modeling.</p><p>6. Also have a table of complications handy, but try to make these less "red alert" than imminent discovery and everyone going on high alert. Localized, specific, and individual challenges are good.</p><p>7. Borrowing the "flashback" mechanic from Fiasco – Inspiration to narrate "but we prepared for this eventuality" – helped my players out in two scenes.</p><p>8. Optionally, if you anticipate need to assassinate foes and you're not severely reducing enemy HP already, my Stealth Takedown Pool idea could work.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8721847, member: 20323"] I tackled one way of doing this, which you can see in my sessions notes (they're organized, I swear ;)) for [URL='https://drive.google.com/file/d/17L2u04VtasFnbeDkfShR5IReahBU5XZU/view?usp=sharing']Assassinate the Lizard Emperor[/URL] (GoogleDrive link). It involved substantial prep. Main principles were: 1. Design concentric "rings" of defense, and use PCs' initial group Stealth check to determine how many "rings" PCs bypass effortlessly before adventure begins in slower time 2. Allow PCs 1 hour to prep, and establish that 1 hour as a hard cut off so it doesn't bog down into analysis paralysis 3. Avoid calling for Stealth checks, instead players should want to actively avoid having to make a Stealth check because if they are asked to do so it's a last ditch attempt to avoid being discovered (more like a saving throw) 4. Establish connections between different areas when designing the scene, for example, if the bird is disturbed in Area A outside the evil monk's window, it flies up to Area F perching in the burnt out rafters of the lightning lab. The more of these there are, the more interactive it feels for the party, esp. if they split themselves or become split. 5. Have a table handy of eavesdropped conversations - players love to eavesdrop, and it suits the genre of stealth video games you're interested in modeling. 6. Also have a table of complications handy, but try to make these less "red alert" than imminent discovery and everyone going on high alert. Localized, specific, and individual challenges are good. 7. Borrowing the "flashback" mechanic from Fiasco – Inspiration to narrate "but we prepared for this eventuality" – helped my players out in two scenes. 8. Optionally, if you anticipate need to assassinate foes and you're not severely reducing enemy HP already, my Stealth Takedown Pool idea could work. [/QUOTE]
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