shared_worlds:thick_as_thieves_stealth
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
shared_worlds:thick_as_thieves_stealth [2015/09/18 12:25] – [2.) Stealthing without use of equipment] Petike | shared_worlds:thick_as_thieves_stealth [2023/04/14 06:28] (current) – [4.) Guard alertness] petike | ||
---|---|---|---|
Line 31: | Line 31: | ||
---- | ---- | ||
- | ==== 2.) Stealthing without use of equipment ==== | + | ==== 2.) Stealthing without |
- | TBA.\\ | + | Before you can start thinking avidly about using any gadgetry and tools for your sneaky exploits, you need to learn the basics. Your five senses and one additional - common sense ;-) - are always your best and most important starting gear of all. So... Shall we begin ?\\ |
---- | ---- | ||
- | **Gameplay examples** | + | === Gameplay examples |
- | TBA. | + | Here are rough examples of player-referee interactions during a typical session. The player provides the narration for his character' |
+ | |||
+ | In these opening examples, the gameplay focuses on sneaking around without the use of any tools or gadgetry for manipulating the surrounding environment to one's advantage. The examples will only include the basics of individual stealth. | ||
---- | ---- | ||
+ | __**a.) Standard situation**__\\ | ||
+ | For simplicity' | ||
+ | "// | ||
+ | \\ | ||
+ | **Player' | ||
+ | \\ | ||
+ | **Referee' | ||
+ | \\ | ||
+ | **Player' | ||
---- | ---- | ||
+ | __Variations in narration styles__ | ||
+ | Based on what the players of a session agree upon, a player can use a "My character did this" or "I did this" style of narration in their posts. Or even some other style that seems fitting. Naturally, this player character narration is all in-character, | ||
+ | |||
+ | All of this can pertain to the referee as well: He can describe and narrate either in a somewhat adressing manner ("// | ||
---- | ---- | ||
+ | __**b.) Complications**__\\ | ||
+ | "// | ||
+ | \\ | ||
+ | **Player' | ||
+ | \\ | ||
+ | **Referee' | ||
+ | \\ | ||
+ | **Player' | ||
---- | ---- | ||
- | ==== 3.) Stealthing with use of equipment ==== | + | __**c.) Teamwork**__\\ |
+ | |||
+ | TBA. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | __**d.) The environment as a tool**__\\ | ||
+ | |||
+ | Even without modifying your surroundings in any way, it's perfectly possible to use the local context of any environment to your own advantage. This of course varies, but the observant and thoughtful player will usually be able to find at least a single way to gain a favourable outcome or advantage. | ||
+ | |||
+ | For instance, aural stealth doesn' | ||
+ | |||
+ | |||
+ | |||
+ | ---- | ||
+ | ==== 3.) Stealthing with the use of equipment ==== | ||
While sneaking around is perfectly possible without pretty much any equipment outside of your senses (and the clothing you're wearing, unless you're naked), most thieves have been well aware for a long time that making things a little easier for yourself is no great sin. | While sneaking around is perfectly possible without pretty much any equipment outside of your senses (and the clothing you're wearing, unless you're naked), most thieves have been well aware for a long time that making things a little easier for yourself is no great sin. | ||
Line 122: | Line 160: | ||
Nevertheless, | Nevertheless, | ||
+ | ---- | ||
+ | |||
+ | ==== 4.) Guard alertness ==== | ||
+ | |||
+ | One thing to remember about inadvertently alerting guards is that there are some degrees to raising suspicion. Unless you deliberately run into a guard, or appear in front of him in full visibility, none of them will automatically go into an attacking frenzy aimed at you. Any guard will first attempt to check a suspicious sound, glimpse of movement or disorder in a room. The following two subsections will explain this in greater detail. | ||
+ | |||
+ | === a.) Alertness Levels === | ||
+ | |||
+ | Everyone performing guard duty has an Alertness Level (AL) at any given moment of that duty. There are multiple levels of alertness, depending on the rising levels of suspicion and awareness a guard holds towards what might be an illegal infiltration. Such an infiltration of course means that a guard is suspecting the presence of thieves or other criminals and intuders. | ||
+ | |||
+ | When a guard' | ||
+ | |||
+ | The levels of alertness are not easy to generalise and will always vary from situation to situation, but we could say there are five broad categories. | ||
+ | |||
+ | ^ **No.** ^ **AL** ^ **Cause** ^ **Guard behaviour** ^ | ||
+ | |1| Startled | Minor suspicious sounds, like louder creakings, accidental louder footsteps on surfaces, heavy breathing, falling of objects on cushioned surfaces. | Stopping for a moment if walking, listening carefully to suspicious sounds, proceeding again shortly afterward if nothing odd is heard again. | | ||
+ | |2| Slightly suspicious | falling of objects on uncushioned surfaces. | Stopping and detouring for a short while to check on suspicious sounds and visual glimpses, or on minor changes to furnishings or potential loot (slightly moved or tipped over recently, etc.). Pondering aloud, but without making verbal threats. | | ||
+ | |3| Strongly suspicious | Making unfocused footsteps even on louder surfaces (metal grating, marble or tiled floors in echoing interiors, etc.). Accidentally bumping into things when hurrying or moving less carefully, briefly and quietly dashing past in shadows (at a close distance). Leaving equipment, dropped items or loot, or knocked out bodies in a shadow-filled space where a guard could easily stumble upon them. Slow, careful wading into water. | Preliminarily searching for a suspect/ | ||
+ | |4| Vigilant | Making heavy, easily heard footsteps (by running, etc.), running around in spaces where shadows are easily cast or glimpses can be caught, leaving equipment, dropped items or loot, or knocked out bodies behind in a fully-lit space or in a guard' | ||
+ | |5| Fully alert | Coming into full sight. Being in a fully lit area. Stealing loot in front of others. Making a massive amount of noise (dropping crates, planks, barrels, furniture) or shouting/ | ||
+ | |||
+ | === b.) Paranoia Levels === | ||
+ | |||
+ | In addition to the Alertness Levels, there' | ||
+ | |||
+ | When a certain critical amount of these close-calls with alert guards has been accumulated over time, it gives rise to a level of paranoia in a guard. A development like this also counts for groups larger than an individual. If a single guard managed to call in reinforcements, | ||
+ | |||
+ | The Paranoia Level can be kept at complete zero during any playthrough of any mission. It will only begin to rise if the player is not careful enough to avoid raising a guard' | ||
+ | |||
+ | ^ **No.** ^ **PL** ^ **Guard behaviour** ^ | ||
+ | |1| Low Paranoia | Much more mindful of his/her surroundings now that he/ | ||
+ | |2| Medium Paranoia | Near-constantly on the lookout for tresspassers and threat of theft now that he/ | ||
+ | |3| High Paranoia | At this point, entire groups of guards are uncompromisingly alert and there is a very real chance of them alerting further authorities and requesting external backup. Lockdowns of the entire area might occur. | | ||
---- | ---- | ||
+ | |||
==== See Also ==== | ==== See Also ==== |
shared_worlds/thick_as_thieves_stealth.txt · Last modified: 2023/04/14 06:28 by petike