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Best way to lay out information in a published adventure
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<blockquote data-quote="Jack7" data-source="post: 5768552" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'">I don't know exactly how you plan to play it RW (or at least how KM plans to play it), but I'd role play it like the PCs are Undercover Dicks. Unless the PCs are privy to advanced Intel on the possible POI then I'd play out everything as it occurs. And I'd encourage player to engage in surveillance, covert and cover identity interviews (talk to the targets in general conversation while seemingly involved in innocuous chit-chat but see if you can elicit background information or something useful off your targets).</span></p><p> </p><p> <span style="font-family: 'Verdana'">Surveillance, covert stalking, disguise, cover identities, perhaps assigning each PC a different target, B&E of their things and papers (if it can be done without arousing suspicion or it doesn't violate orders), covert interviews, befriending targets, eavesdropping, keeping notes, and all of the other tricks of investigation that would make your Manhunters actually good at their job. I'd place the burden on the players and their characters and see how they played it, though I might insert an outside party to Run the Op (that is an outside NPC who is running the players), or at least an allied NPC (experienced investigator) in an advisory capacity so that he or she could makes suggestions to the party about how to proceed if they need it.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Let the players solve it the old fashioned way, leg-work and observation and manhunting, and good investigation techniques.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Now exactly what information the players are privy to, or can get their hands on, or steal, or acquire, that's a different matter, but I'd expose them to whatever they find out as it arises naturally, and as circumstances dictate. How they take advantage of that, or fail to, that's the player's problems. But if practically no information is truly available then this will be a "come as you are, get it when you can" party. It'll unfold as it unfolds, which will be poco a poco.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I wouldn't give me anything more than they learn minute by minute.</span></p><p> </p><p> <span style="font-family: 'Verdana'">But an assignment like that, especially considering they know nothing of their real target or of any of the other potential targets could be a role playing goldmine, and a real intrigue factory.</span></p><p> </p><p> <span style="font-family: 'Verdana'">It ain't easy to take up somebody on the move, especially if you know little about them. It's fascinating, exhilarating, and very dangerous work. Plus you could totally miss your mark. But that's what makes it so exciting to actually do. </span></p><p> </p><p> <span style="font-family: 'Verdana'">I'd role play it heavy and black and make them find their own light, or make their own light. That'd be my take.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Good luck.</span></p></blockquote><p></p>
[QUOTE="Jack7, post: 5768552, member: 54707"] [FONT=Verdana]I don't know exactly how you plan to play it RW (or at least how KM plans to play it), but I'd role play it like the PCs are Undercover Dicks. Unless the PCs are privy to advanced Intel on the possible POI then I'd play out everything as it occurs. And I'd encourage player to engage in surveillance, covert and cover identity interviews (talk to the targets in general conversation while seemingly involved in innocuous chit-chat but see if you can elicit background information or something useful off your targets).[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Surveillance, covert stalking, disguise, cover identities, perhaps assigning each PC a different target, B&E of their things and papers (if it can be done without arousing suspicion or it doesn't violate orders), covert interviews, befriending targets, eavesdropping, keeping notes, and all of the other tricks of investigation that would make your Manhunters actually good at their job. I'd place the burden on the players and their characters and see how they played it, though I might insert an outside party to Run the Op (that is an outside NPC who is running the players), or at least an allied NPC (experienced investigator) in an advisory capacity so that he or she could makes suggestions to the party about how to proceed if they need it.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Let the players solve it the old fashioned way, leg-work and observation and manhunting, and good investigation techniques.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Now exactly what information the players are privy to, or can get their hands on, or steal, or acquire, that's a different matter, but I'd expose them to whatever they find out as it arises naturally, and as circumstances dictate. How they take advantage of that, or fail to, that's the player's problems. But if practically no information is truly available then this will be a "come as you are, get it when you can" party. It'll unfold as it unfolds, which will be poco a poco.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]I wouldn't give me anything more than they learn minute by minute.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]But an assignment like that, especially considering they know nothing of their real target or of any of the other potential targets could be a role playing goldmine, and a real intrigue factory.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]It ain't easy to take up somebody on the move, especially if you know little about them. It's fascinating, exhilarating, and very dangerous work. Plus you could totally miss your mark. But that's what makes it so exciting to actually do. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]I'd role play it heavy and black and make them find their own light, or make their own light. That'd be my take.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Good luck.[/FONT] [/QUOTE]
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