ETA: Just as a reminder, thus thread is not intended to be about how you,asGM,would run the scenario. It is about game system design.
Note 1: This is a thread about game design and preferences. The point is to talk about the different ways that different RPGs resolve situations.
Note 2: "Favorite" in the subject line can also be interpreted as "preferred" and might come from a game you WISH existed. Again, the point here is to talk about how things get done in play, as enabled by the rules and the mechanics of the game.
The Scenario: the classic "party heist" where one character is on over watch from a removed location, a stealthy character is meant to search for The Thing inside, while the face character keeps the Villain busy, with the Heavy uncomfortably shoved into a suit and ready for inevitable violence. Note that the genre does not matter: it could be cyberpunk, fantasy or modern espionage or anything else, as long as the structure and archetypes make sense.
How does your favorite game do this? How does it deal with nearly every character in the group essentially separated doing their own thing simultaneously? How do the rules interact with one character watching from afar and being the comms hub? How does it keep the Heavy engaged until violence starts? How does stealth work? Social interaction? What about being discovered by the guards or enemies or whatever? What happens if one character enters combat or conflict but the others don't?
If your favorite game can't really manage this sort of situation, why? Would you modify that system, or seek a game that isn't your favorite but does this better? Or would you simply not use this situation in play?
Note 1: This is a thread about game design and preferences. The point is to talk about the different ways that different RPGs resolve situations.
Note 2: "Favorite" in the subject line can also be interpreted as "preferred" and might come from a game you WISH existed. Again, the point here is to talk about how things get done in play, as enabled by the rules and the mechanics of the game.
The Scenario: the classic "party heist" where one character is on over watch from a removed location, a stealthy character is meant to search for The Thing inside, while the face character keeps the Villain busy, with the Heavy uncomfortably shoved into a suit and ready for inevitable violence. Note that the genre does not matter: it could be cyberpunk, fantasy or modern espionage or anything else, as long as the structure and archetypes make sense.
How does your favorite game do this? How does it deal with nearly every character in the group essentially separated doing their own thing simultaneously? How do the rules interact with one character watching from afar and being the comms hub? How does it keep the Heavy engaged until violence starts? How does stealth work? Social interaction? What about being discovered by the guards or enemies or whatever? What happens if one character enters combat or conflict but the others don't?
If your favorite game can't really manage this sort of situation, why? Would you modify that system, or seek a game that isn't your favorite but does this better? Or would you simply not use this situation in play?
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