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Re: (TFT) Stealth again, and music
On Apr 20, 2012, at 5:58 PM, raito@raito.com wrote:
You need to not have too much knowledge of where you are
sneaking...
at the most, lay out of the building/terrain. You should not know
where all the guards are or how many of them you'll see, at least
not
usually. There should be multiple ways to each objective. Generally
you must stumble on these ways.
If you're stumbling, then you're playing stupid. You need as much
information as you can get, and then you need to put it toegether.
That's
the interesting part.
You misunderstand. Yes you want to get info before going in, but once
you go in its all about exploring and finding out the parts of the
puzzle, then figuring it out. You basically have to stumble upon
those
parts of the puzzle by exploring, though-- if you can figure it all
out before going into the castle or whatever, then its less
interesting.
We're nearly on the same page, but not quite.
If you have to find out the parts of the puzzle on the fly, that's
poor
planning. Yes, in some curcumstances, poor planning is all you'll
get, but
it's not ideal.
Hm.... I agree that its poor planning, but I think it can make things
more interesting. Really, it depends on the situation. If the players
plan very well for their main objective (for example, steal the golden
statue thats on the altar, by finding out the entire layout of the
temple, how many guards, their routes, etc, all before actually going
to the temple and having to do this secretly (so, say, they buy the
info off of informants), then thats fine but as a GM I'd make it that
there are secondary objectives and possibly some shortcuts to bigger
objectives that they didn't even realize were there that they'll only
find if they explore.
You DON'T have to stumble around trying to find parts of the puzzle.
If
you do that, you're going to fail (or the puzzle is too easy).
I'd disagree. If you can figure out the puzzle without even being at
the temple and doing some investigative work (so, finding out the info
by buying maps, bribing guards to give you some info, etc), then the
puzzle is too easy and its not really even much of a stealth game, its
more like a game of bribery.
I don't find it less interesting, on the whole, to figure out the
puzzle
ahead of time. That's because the time spent prior to the
implementation
of the plan are more interesting than they are if you insist on
stumbling.
So there's the same amount of interest, and it's safer for me to
find it
all out ahead of time.
Right, but why, as a GM, would you create a stealth scenario where the
characters need to sneak into the temple to take a golden idol from an
altar, with all the detail in all the rooms, on all the guards, on all
their routes, possibly down to how the shadows fall in particular
rooms, if the characters are just going to bribe a guard and be done
with it?
Also, most of the time the real 'stumbling about and finding things
out' has more to do with creating a more detailed game world. If, when
searching for info on where the keys are kept/who has them, you can
merely find this out by, again bribing the guard or something
("preplanning") then you don't have a chance to sneak into the guards'
rooms, read through their journals and such, and find out all kinds of
info that might be unrelated to the current mission and objective and
might, in fact, be totally useless, but can be interesting and provide
red herrings.
As a GM, I've had campaigns where the characters spent years trying to
crack various nuts prior to getting to the meat. Good thing, too,
because
those situations were pretty deadly. And they had an interesting time
doing it.
Neil Gilmore
raito@raito.com
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