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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="GMMichael" data-source="post: 9624069" data-attributes="member: 6685730"><p>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.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9624069, member: 6685730"] 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. 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. [/QUOTE]
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