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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="Umbran" data-source="post: 9624338" data-attributes="member: 177"><p>So, are you trying to emulate the heist genre, or are you trying to do those four roles, specifically? Because they are not equivalent.</p><p></p><p></p><p></p><p>Yes it does. Specifically, the "comms" character is remote because of the genre-specific trope of using centralized communications, and large amounts of centralized electronics to defeat/use the target's centralized electronic defenses that can be accessed remotely. It is mostly a 20th century Earth conceit, and may not be appropriate for other settings.</p><p></p><p>Shadowrun, for example, started with this trope, but dispensed with it as splitting the party was a problem, and wireless technology made it seem nonsensical. They made their electronics characters mobile, and brought them on-site for the heist.</p><p></p><p></p><p></p><p>My first answer is that my favorite game for this is <em>Leverage</em>, a Cortex-based game, which is specifically designed for it.</p><p></p><p></p><p></p><p>It then seems to me that writing an answer to this is mostly writing the rulebook (or, a large chunk of it) for the game in question.</p><p></p><p>One of the most important tools for handling many of these issues is an element seen in the heist genre that isn't about "four roles in specific places". It is a more general genre element: the flashback. A character is faced with an unforeseen challenge, and tension rises as the audience fears this will result in failure or extreme difficulty. It is then shown to the audience that the crew foresaw the issue, and had formulated a solution for this previously, and everything is fine.</p><p></p><p>In media, this is a way to create and release tension for the audience. In an RPG, it is a way to allow characters not actually in a scene to retroactively have been relevant.</p><p></p><p>Another major way to answer the question is to not make any character be a one-note unitasker. If the Heavy is also a second-string Face, for example, the group gains flexibility.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9624338, member: 177"] So, are you trying to emulate the heist genre, or are you trying to do those four roles, specifically? Because they are not equivalent. Yes it does. Specifically, the "comms" character is remote because of the genre-specific trope of using centralized communications, and large amounts of centralized electronics to defeat/use the target's centralized electronic defenses that can be accessed remotely. It is mostly a 20th century Earth conceit, and may not be appropriate for other settings. Shadowrun, for example, started with this trope, but dispensed with it as splitting the party was a problem, and wireless technology made it seem nonsensical. They made their electronics characters mobile, and brought them on-site for the heist. My first answer is that my favorite game for this is [I]Leverage[/I], a Cortex-based game, which is specifically designed for it. It then seems to me that writing an answer to this is mostly writing the rulebook (or, a large chunk of it) for the game in question. One of the most important tools for handling many of these issues is an element seen in the heist genre that isn't about "four roles in specific places". It is a more general genre element: the flashback. A character is faced with an unforeseen challenge, and tension rises as the audience fears this will result in failure or extreme difficulty. It is then shown to the audience that the crew foresaw the issue, and had formulated a solution for this previously, and everything is fine. In media, this is a way to create and release tension for the audience. In an RPG, it is a way to allow characters not actually in a scene to retroactively have been relevant. Another major way to answer the question is to not make any character be a one-note unitasker. If the Heavy is also a second-string Face, for example, the group gains flexibility. [/QUOTE]
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