Let's say the Bad Guys are trying to learn something about Our Heroes. Where they live, who they hang out with, what PC Class they are, that sort of thing. How do the PCs conceal themselves or mislead their adversary? Bluff? Disguise? Hide? Sleight of Hand? Those skills all seem tactical, rather than strategic, if you know what I mean.
If it helps, the situation I'm envisioning is that of a stereotypical Thieves' Guild. In order to do their job, they have to simultaneously communicate with people and remain secretive. So a Gather Information roll against them has to be possible, but they must have some means of controlling the information that's available about them.
Similarly, anyone who ticks off said Thieves' Guild ought to have some pro-active means at their disposal of not being discovered. Although, really, what might the Gather Info skill bonus be for an entire Guild? The highest individual bonus, with an Aid Another roll from EVERY OTHER MEMBER of the Guild? Yikes. Better to simply avoid stepping on their toes, I expect...
If it helps, the situation I'm envisioning is that of a stereotypical Thieves' Guild. In order to do their job, they have to simultaneously communicate with people and remain secretive. So a Gather Information roll against them has to be possible, but they must have some means of controlling the information that's available about them.
Similarly, anyone who ticks off said Thieves' Guild ought to have some pro-active means at their disposal of not being discovered. Although, really, what might the Gather Info skill bonus be for an entire Guild? The highest individual bonus, with an Aid Another roll from EVERY OTHER MEMBER of the Guild? Yikes. Better to simply avoid stepping on their toes, I expect...