HOW TO HIRE ASSASSINS
I won't bash no-myth here but there is an issue. The issue is that the following three things are radically different at the deepest level (1) Adventure path play (2) no-myth play (3) Situation play. The s in situation is to denote a technical term, it has a very specific meaning in this context.
SITUATION PLAY
Situation play means we begin play with a situation, this is before any scenes are even described. The situation consists of people, things, places that have fictional positioning toward each other, before play begins.
The aim of play is to see how the situation changes into a stable state by seeing how the fictional positioning changes, which happens in scenes. I really do mean the aim of play, everything is downhill and judged by how we change the fictional positioning of things relative to each other. The aesthetic pay off is seeing these things change in relation to each other. We're excited to see how things, pre-existing things with fictional positioning, change in relation to each other.
Which gives this play cycle
1) Situation (the entirety of the game state but distinct from setting) >
2) Scene framing (takes the stuff from situation and puts it into a scene where the positioning may or may not change due to conflicts of interest amongst the characters)
3) The scene has conflict or not and the fictional positioning of this part of the situation changes or not
4) The situation has changed and this new situation becomes the next 1
1) Situation
2) Scene framing
and so on until the situation is resolved. In other words there is no longer 'tension' amongst the various components that are fictionally situated.
CONTRIVANCE IN DIFFERENT MODES
So in situation play, someone has hired some assassins. These aren't part of the initial situation (or maybe not) but must be a logically extrapolated extension of it based on the person doing the hiring and their broad fictional positioning toward the setting.
This is also where theme is expressed though fiat and situational constraint because 'what type of assassins does that person hire?'
You extrapolate based on (1) their priorities/personality (2) what's actually available in the setting which can be fairly broad (3) the resources, positioning of the person doing the hiring.
Jackson has deep roots to the criminal underworld and loyalty matters to him. He's precise, a good judge of character, not massively wealthy. His assassin is someone who is genuinely loyal, deadly, patient.
Bellow is rich, dumb and impressed by trinkets. His assassin is good because of the wealth but also a braggadocio and not as deadly, loyal or patient as Jacksons assassin.
A different player, given the same fictional material to work with, would make a different type of extrapolation. The type of extrapolation made, the causal connection. That's the GM addressing premise. This type of person gets this type of assassin.
I'm curious if you agree with me that there are some sorts of resolution methods that don't work very well for situation-based play.
I look, for instance, at your descriptions of Jackson and Bellow. I can see how that would feed into resolution in Burning Wheel. Or Prince Valiant. I assume that you have in mind Sorcerer. I can imagine how that could also support resolution in HeroWars/Quest. Even in Marvel Heroic RP. And to make this statement, of what seems possible to me, a bit more concrete, here are some examples of how this might play out, for a system broadly in the realm of the ones I've named:
Suppose that the players (as their PCs) know that it is Bellow who is determined that they be hunted down. So they need to counter wealth and boasting. So they spread rumours among all the valets and up-market innkeepers that they are under the protection of a golden dragon. And now maybe we test (say) the PCs Upper-class connections + Decption vs Bellow's Wealth modified by his Easily Impressed flaw; or (in a different system) vs the assassin's Boasting + Prowess modified by his Undiligent flaw.
Suppose, rather, that it is Jackson's assassin who is pursuing them; and so the players have their PCs hide in a warehouse with an Alarm spell readied so that they can take down the assassin as soon as the latter triggers the Alarm. And so we frame a contest of the PCs' Diligent Preparation + Magical Wardings vs the assassin's Patient + Deadly, with the upshot of that contest then rolling into the resolution of the next contest (either the assassin has the advantage vs the PCs, or the PCs' trap has worked and they have the advantage vs the assassin).
But now consider a system like AD&D or Rolemaster. I don't see how your descriptions of Jackson and Bellow, and the extrapolations to the assassins they might hire, will provide much help with resolution in . Because the resolution - of Alarm or Waiting Illusion or other defensive measures - depends so much on details (minutiae pertaining to time, distance, architecture, who speaks to whom, etc) that are not part of the situation, that we don't really care about in the situation, and that the facts about Bellow and Jackson really don't bear upon.
We need detailed maps of the warehouse - where do these come from? Who decides if the warehouse is really suitable for the PCs' trap? How is it decided what path Jackson's assassin takes to and through the warehouse?
We need to know details about all the valets and inn-keepers. Who decides what their attitude is to the PCs, to the PCs' lie about their dragon protector, to Bellow's assassin who is trying to hunt them down. And what affect does that lie have on Bellow's assassin?
The features of resolution systems that
don't work for situation-based play might be summed up thus: (i) they require the input of information that is not part of the situations that the game has established, and (ii) they generate a focus on, and make salient, elements of the fiction that are not really significant in the situations.
(ii) can be related to (i), but need not be.