Gripmann wrote:So I'm trying to run a stealth mission. I have the story line down and the task that need to be complete, but what I don't have is the game play. I'm not sure how to keep my players "into" the game. I have the enemies, I have a plot device on why getting caught and into a fight is a bad thing. I guess what I'm asking is how do you go about GMing a stealth mission. Any feedback would be helpful.
It's tricky, because depending on how you do it, one botched roll could end the adventure.
Here are my thoughts:
The art of roleplaying is immersion in the situation at hand, and putting yourself in the heads of the characters in the game. Consequently, each roleplaying game's rules get more detailed in areas of focus than in areas that might come up, but that won't be used as much. For example, you're going to find a lot more rules on and about computer hacking in
Cyberpunk 2020 than in
Toon. Meanwhile,
Toon is more likely to have rules about dropping anvils on people's heads than other games.
The more important an aspect of a game it, the more attention and detail should be focused on it.
In Rifts, stealth is something that comes up, but it's not really designed for a lot of focus, mechanically speaking. You just have two rolls that really interact, Prowl skill checks and Perception checks. That's not a heck of a lot to go on.
Picture Rifts Combat if you only had two rolls, Strike and Dodge. No mechanism in place to see how bad the damage is. No safety measures like Rolling With Impact, no anything.
It's pretty limiting.
So it's a good time to either write up a bunch more possible rolls to affect the game, or it's time to focus on roleplaying over rollplaying.*
Spend more time on the details and building suspense and interest through words instead of numbers.
I forget the entire context, but one of the books (BtS?) has a bit of advice on GMing, and one of the things that stood out for me was a bit where the hypothetical GM says something like:
"Okay, you're slowly reaching toward the doorknob.... which hand are you using?"
It doesn't matter if it matters which hand the character is using; just asking will make them suddenly rethink what they're doing and worry that the situation isn't what they think.
They'll wonder
why it matters.
You don't want to nitpick everything they do, of course, just get them to put more attention and urgency on what exactly their characters are doing.
Instead of saying, "Okay, you need to sneak across the courtyard, roll a Prowl check," tell them the
exact setup and ask for
exactly what they're doing.
Then have them make the roll, once all the factors are determined.
By focusing on roleplaying, careful and clever players can stack up enough situational bonuses that the die roll is mostly just the finishing touch, all but a foregone conclusion.
They're still going to fail die rolls sometimes, though, most likely.
So you need to be prepared for it when it happens.
In combat oriented adventure, the main way to fail is to die. While that's still a good possibility in a stealth scenario, a lot of the time the main way to fail is to get detected.
One of the general rules in combat game mechanics is that it shouldn't be too easy to die. Most games avoid situations where a character can die from a single die roll, "Save Or Die" situations.
Usually it's has to be 2-3 rolls before a character is outright killed.
Strike, Defense, Damage, for example.
Or strike, defense, savings throw.
Or Savings throw, savings throw, at a bare minimum.
This model should be used in stealth situations as well; a single failure of the dice should not mean that the entire mission is blown.
The minimum number for stealth checks is two: Prowl check vs. Perception check.
This can easily be bumped up to three: Prowl check, secondary prowl check to minimize negative effects, then a perception check to see if anybody notices the failure.
Say you're trying to assassinate somebody. They're sitting in their office, at their desk, with their backs to the door.
Your character has successfully made your way to the office door undetected.
The door is closed, with the knob on the left-hand side of the door, the door opening inward from the hall.
You press your body chest-first against the wall and slowly use your right hand to grab the knob, all the while listening for sounds that might mean somebody is coming, or that might indicate what's going on in the office on the other side of the door.
You very slowly start turning the knob, then inch the door open.
Does the knob make a noise?
Do the hinges squeak?
Does the door rub against the frame as you start to move the door?
Does the bottom of the door scrape against the floor or carpet as it starts to open?
Does the man inside happen to turn around and see the door moving?
You make a prowl check.
You fail.
So what happens, exactly?
That's up to the GM.
I could decide that you're completely busted, that any or all of the above factors kick in, and the target detects you.
OR he could let you make a secondary check to redeem yourself.
In this case, we'll say that the door starts to rub on the floor, but that you have a chance to feel the resistance before any actual noise is made. You make a second roll, and this time you make it.
You manage to stop before any noise is made.
You hold your breath and wait a bit, and there's no noise from inside, so you pull out a small vial of oil and pour it along the bottom edge of the door, and let the oil work its way under the door a bit.
Then you try again, rolling another prowl check, this time with a bonus.
This time you make it, and the door opens. Your target is across the room, his back turned, his attention focused on his work.
You pull out your garrote and start moving across the floor, your soft-soled shoes minimizing the sound of your footsteps. You make your way across the room, sticking close to the wall in order to keep your shadow from falling across his field of vision, and you make another prowl check.
In spite of any situational bonuses, you fail again!
This time, you bump into a vase on a table, and it starts to tumble toward the floor.
You make a strike roll to grab the vase, and a prowl roll to catch it silently and set it back upright.
But you fail again!
The vase falls to the floor, landing on the oriental rug that covers that half of the room.
Is the rug soft and thick enough to muffle the sound?
The target rolls a perception check.
He fails. He's too wrapped up in his paperwork to notice the soft sound.
You make another prowl check (with situational bonuses), and you succeed. You move close enough to put your garrote around his neck in a surprise attack. Roll to strike, roll for initiative, and move on to combat.
*A term that's incredibly abused, but that is actually appropriate here.