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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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