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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="Lanefan" data-source="post: 9623995" data-attributes="member: 29398"><p>So far this all makes sense.</p><p></p><p>There's lots and lots of variables here that preclude a hard-and-fast answer, the biggest of which is whether or not the characters are somehow able to communicate with each other either a) with or b) without blowing their stealth.</p><p></p><p>IME in situations like this - and I've run a few over time - most often the characters have not had comms ability, and have made a plan, arranged some (re)actions based on contingencies and what-ifs, and then gone their own ways hoping and assuming the others each do what they said they'd do.</p><p></p><p>In play I handle this scenario by secret note until-unless the actions of one character are likely to be noticed by another. Which means yes, I'd in this example be running 4 little sub-parties with the players unaware of how characters not their own were faring. It would also mean two players - the stealth guy and the face - do most of the note-writing; and further means the pace of play slows right down as writing takes much longer than speaking. There's no real attempt to keep the tank engaged as the tank's player has in effect signed up for being not engaged when agreeing to this plan; ditto the watcher though here at least I can pass an occasional note updating the watcher as to whether there's anything to be seen.</p><p></p><p>As for actual system, for each individual I just use the rules in place (which for the face just means roleplaying the chat as my preferred system doesn't really use hard-coded social mechanics).</p><p></p><p>Now if the characters do have the ability to easily and silently communicate with each other e.g. via telepathy or through spy-like earpieces, that changes everything; as each character can quickly know what the others are saying and-or doing and whether things are going right or wrong it can all be done almost as normal play. The main difference is that each character is on its own if things go wrong until one or more other characters can physically get there to help out.</p><p></p><p>Again, the existing rules handle the mechanics when required; and though the spotlight for this scene will again fall mostly on the face and the stealthy, the presence of always-on comms means the others can throw in suggestions and input whenever they like.</p><p></p><p>I'd never "not use this situation", mostly because sooner or later all sorts of different situations are liable to naturally arise from the run of play and I'd rather not arbitrarily shut down any of them.</p><p></p><p>If something arises that really does go beyond the system's mechanical bounds it's probably a one-off (as in, it's something that hasn't arisen and been ruled on in the 40+ years previously meaning I've probably got another few decades before it'll come up again) and I'll just wing it as best I can.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9623995, member: 29398"] So far this all makes sense. There's lots and lots of variables here that preclude a hard-and-fast answer, the biggest of which is whether or not the characters are somehow able to communicate with each other either a) with or b) without blowing their stealth. IME in situations like this - and I've run a few over time - most often the characters have not had comms ability, and have made a plan, arranged some (re)actions based on contingencies and what-ifs, and then gone their own ways hoping and assuming the others each do what they said they'd do. In play I handle this scenario by secret note until-unless the actions of one character are likely to be noticed by another. Which means yes, I'd in this example be running 4 little sub-parties with the players unaware of how characters not their own were faring. It would also mean two players - the stealth guy and the face - do most of the note-writing; and further means the pace of play slows right down as writing takes much longer than speaking. There's no real attempt to keep the tank engaged as the tank's player has in effect signed up for being not engaged when agreeing to this plan; ditto the watcher though here at least I can pass an occasional note updating the watcher as to whether there's anything to be seen. As for actual system, for each individual I just use the rules in place (which for the face just means roleplaying the chat as my preferred system doesn't really use hard-coded social mechanics). Now if the characters do have the ability to easily and silently communicate with each other e.g. via telepathy or through spy-like earpieces, that changes everything; as each character can quickly know what the others are saying and-or doing and whether things are going right or wrong it can all be done almost as normal play. The main difference is that each character is on its own if things go wrong until one or more other characters can physically get there to help out. Again, the existing rules handle the mechanics when required; and though the spotlight for this scene will again fall mostly on the face and the stealthy, the presence of always-on comms means the others can throw in suggestions and input whenever they like. I'd never "not use this situation", mostly because sooner or later all sorts of different situations are liable to naturally arise from the run of play and I'd rather not arbitrarily shut down any of them. If something arises that really does go beyond the system's mechanical bounds it's probably a one-off (as in, it's something that hasn't arisen and been ruled on in the 40+ years previously meaning I've probably got another few decades before it'll come up again) and I'll just wing it as best I can. [/QUOTE]
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