Couching it as a game design issue was intentional. It is obvious on its face that the GM can manage it regardless of the system if they are skilled and experienced enough. Even so it is a game design problem,too,but one that will have a solution.Truth. OP is a GM-conundrum to me, not a system issue. How does the GM divvy up the spotlight?
Too high-risk for me. Yes, you can put the players in different rooms or write secret notes, and maintain player surprise/stress by doing so, but the effort and/or slowdown could derail some already tenuous player-attention. I'd rather let the players choose to suppress or pass on their player-knowledge and keep up the pace - provided there's not a game-critical secret at stake.To me the biggest challenge in split-party situations (assuming no comms) is preventing players from gaining - and then (ab)using - knowledge their characters wouldn't have. Thus the use of secret notes; I-as-DM am the only one who has to multi-task and the players are exactly as siloed as their characters.
Noted, and I did stop to consider the rules-handling of such a situation, even if I didn't post about it (yet). There's a game called Captain Sonar that puts each player in their own wheelhouse (well, battle-station), handling various aspects of a submarine. The division of labor is really good, and there's some interesting give-and-take between players that's worth checking out (and on which I can't elaborate; it's been a while since my last game). I can see that game running a heist with some rules-tweaks.Couching it as a game design issue was intentional. It is obvious on its face that the GM can manage it regardless of the system if they are skilled and experienced enough. Even so it is a game design problem,too,but one that will have a solution.
Mechanically, HERO could handle this literally dozens if not hundreds of different ways, depending on genre, campaign, and individual character design.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?
Setting matters a lot. In Traveller or STA, a big part of the heist is defeating the sensors.. in my preferred edition — MegaTraveller — using the conglomerate unit rules, I can use the average Dex attribute and the average intrusion skill for a single roll, or I can use core and each rolls separately for the sensors they are in reach of... if someone decides to hack the central computer, it's Int + Computer...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.
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
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?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.