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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="John Dallman" data-source="post: 9623791" data-attributes="member: 6999616"><p>The way I'd run this, irrespective of game system, depends on how much communication the characters can do. If they have everyone-to-everyone telepathy, or radio systems so high-tech that their use isn't obvious to outsiders in conversation with them, then I'd run everyone's actions in parallel, so that they all know what's happening to each other.</p><p></p><p>If they don't have mutual communication, I'd skip between them, doing a few minutes of play with each character, but not making it clear where their timelines are relative to each other. When something happens that several of them know about - loud noises are a favourite - then their timelines become synchronised. Obviously, this requires guessing where a synchronising event is likely to happen, and keeping that ahead of the other timelines. If something unexpected happens, I may have to fudge the timing a little.</p><p></p><p>See above.</p><p></p><p>Depends how the comms work. They're the key thing in this situation. If the over-watcher has to deliberately initiate communication with others, and it's obvious they're receiving information (e.g., they have to accept a call on a mobile handset) then the steathly infiltrator and the face-man may well not <em>want</em> to receive communication, because it will blow their cover. </p><p></p><p>I'll keep providing him information on what he can see/hear/etc., and what seems to be going on. Since he is not busy, he has an important role in raising the alarm if something unexpected happens.</p><p></p><p><em>Now</em> we're in game system territory. I'll take GURPS 4e please, Carol.</p><p></p><p>Stealth is a contest of rolls between the infiltrator's Stealth, possibly modified by equipment or encumbrance, against the guards' Perception. The infiltrator may also need to use Traps skill to detect and avoid alarms, or possibly use other skills depending on the situation.</p><p></p><p>Social interaction uses an Influence skill (Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, or Streetwise) against the target's Will, with situational modifiers, sometime quite large ones, for reasonableness, target's advantages and disadvantages, and circumstances.</p><p></p><p>For an example from yesterday's game, the target (The Duke of Windsor) was out sightseeing and shooting with a party of British expatriates in 1940 Gambia. His party had looked at one of a <a href="https://en.wikipedia.org/wiki/Senegambian_stone_circles" target="_blank">large cluster of stone circles</a>, and was strolling towards another where there was a large crowd of natives, for reasons that weren't obvious.</p><p></p><p>A group of Europeans come running towards him, not holding weapons, who seem quite concerned about something. The two who arrive first, quite puffed out, are two of the crew of the aircraft that's taking him to the Bahamas, in a long series of flights. They've been quite helpful, and they explain, with a successful Diplomacy roll, that the natives are holding a funeral for someone important. They quote the Ancient Roman adage about not interfering with subject people's religion unless it's really necessary, and suggest watching respectfully from a distance. </p><p></p><p>This seemed like a reasonable idea, and the Duke was able to use his military training to point out a small hill that offered a good view. The new arrivals (the PCs) then broke out gin, whisky and good cigarettes to keep the Duke's party entertained. </p><p></p><p>Nothing special happens if one character is in combat and others aren't. If an alarm is raised, the infiltrator may well try to exploit people moving around to get further in, or escape, without being noticed. The heavy may well try to ambush the villain; the over-watcher presumably has ranged attacks, and so on.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9623791, member: 6999616"] The way I'd run this, irrespective of game system, depends on how much communication the characters can do. If they have everyone-to-everyone telepathy, or radio systems so high-tech that their use isn't obvious to outsiders in conversation with them, then I'd run everyone's actions in parallel, so that they all know what's happening to each other. If they don't have mutual communication, I'd skip between them, doing a few minutes of play with each character, but not making it clear where their timelines are relative to each other. When something happens that several of them know about - loud noises are a favourite - then their timelines become synchronised. Obviously, this requires guessing where a synchronising event is likely to happen, and keeping that ahead of the other timelines. If something unexpected happens, I may have to fudge the timing a little. See above. Depends how the comms work. They're the key thing in this situation. If the over-watcher has to deliberately initiate communication with others, and it's obvious they're receiving information (e.g., they have to accept a call on a mobile handset) then the steathly infiltrator and the face-man may well not [I]want[/I] to receive communication, because it will blow their cover. I'll keep providing him information on what he can see/hear/etc., and what seems to be going on. Since he is not busy, he has an important role in raising the alarm if something unexpected happens. [I]Now[/I] we're in game system territory. I'll take GURPS 4e please, Carol. Stealth is a contest of rolls between the infiltrator's Stealth, possibly modified by equipment or encumbrance, against the guards' Perception. The infiltrator may also need to use Traps skill to detect and avoid alarms, or possibly use other skills depending on the situation. Social interaction uses an Influence skill (Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, or Streetwise) against the target's Will, with situational modifiers, sometime quite large ones, for reasonableness, target's advantages and disadvantages, and circumstances. For an example from yesterday's game, the target (The Duke of Windsor) was out sightseeing and shooting with a party of British expatriates in 1940 Gambia. His party had looked at one of a [URL='https://en.wikipedia.org/wiki/Senegambian_stone_circles']large cluster of stone circles[/URL], and was strolling towards another where there was a large crowd of natives, for reasons that weren't obvious. A group of Europeans come running towards him, not holding weapons, who seem quite concerned about something. The two who arrive first, quite puffed out, are two of the crew of the aircraft that's taking him to the Bahamas, in a long series of flights. They've been quite helpful, and they explain, with a successful Diplomacy roll, that the natives are holding a funeral for someone important. They quote the Ancient Roman adage about not interfering with subject people's religion unless it's really necessary, and suggest watching respectfully from a distance. This seemed like a reasonable idea, and the Duke was able to use his military training to point out a small hill that offered a good view. The new arrivals (the PCs) then broke out gin, whisky and good cigarettes to keep the Duke's party entertained. Nothing special happens if one character is in combat and others aren't. If an alarm is raised, the infiltrator may well try to exploit people moving around to get further in, or escape, without being noticed. The heavy may well try to ambush the villain; the over-watcher presumably has ranged attacks, and so on. [/QUOTE]
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