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So I'm Watching Ocean's Eleven...
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<blockquote data-quote="takyris" data-source="post: 1138372" data-attributes="member: 5171"><p>The thing that's tough about Ocean's Eleven is making the PCs work in a way that combines preparation and excitement.</p><p></p><p>I mean, part of the coolness of that movie was the things that the audience didn't know. They didn't know that Clooney was SUPPOSED to get dragged into a room to get beat up, but had already bribed the guy who was supposed to beat him up. They didn't know that there was nobody in the van. They didn't know that the guy who has the heart attack isn't really having a heart attack.</p><p></p><p>I'm trying to figure out a fair and fun way to incorporate these things -- letting players make "retroactive sense motive checks" when the bad guy springs a twist on them so that they can then say, "Yeah, we've been onto you from the beginning, and that giant atomic gun you just activated did nothing except signal your location to the U.S. military squad waiting a couple miles off the coast." Or letting them pass me a note that says, "Hey, this guy assigned to torture me? Any chance I knew about him (Knowledge:Streetwise +15) and maybe bribed or diplomacy'd him beforehand? (Diplomacy+12, Wealth+9)" And that way, even the other players think that Steve is being dragged off to get tortured, when in fact the "torturer" is just gonna give him a smile and the passkey to the second level of the secret fortress.</p><p></p><p>Dunno, worth a thought, though. If you could make it work, it'd be really fun.</p><p></p><p>Also, consider seeing the original movie. Very different, too long by today's standards, but interesting in a lot of ways. I was impressed by how the group handled racial stuff in an honest and buddy-like way, and unimpressed by how the group handled women.</p></blockquote><p></p>
[QUOTE="takyris, post: 1138372, member: 5171"] The thing that's tough about Ocean's Eleven is making the PCs work in a way that combines preparation and excitement. I mean, part of the coolness of that movie was the things that the audience didn't know. They didn't know that Clooney was SUPPOSED to get dragged into a room to get beat up, but had already bribed the guy who was supposed to beat him up. They didn't know that there was nobody in the van. They didn't know that the guy who has the heart attack isn't really having a heart attack. I'm trying to figure out a fair and fun way to incorporate these things -- letting players make "retroactive sense motive checks" when the bad guy springs a twist on them so that they can then say, "Yeah, we've been onto you from the beginning, and that giant atomic gun you just activated did nothing except signal your location to the U.S. military squad waiting a couple miles off the coast." Or letting them pass me a note that says, "Hey, this guy assigned to torture me? Any chance I knew about him (Knowledge:Streetwise +15) and maybe bribed or diplomacy'd him beforehand? (Diplomacy+12, Wealth+9)" And that way, even the other players think that Steve is being dragged off to get tortured, when in fact the "torturer" is just gonna give him a smile and the passkey to the second level of the secret fortress. Dunno, worth a thought, though. If you could make it work, it'd be really fun. Also, consider seeing the original movie. Very different, too long by today's standards, but interesting in a lot of ways. I was impressed by how the group handled racial stuff in an honest and buddy-like way, and unimpressed by how the group handled women. [/QUOTE]
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