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shared_worlds:thick_as_thieves_stealth [2015/08/31 14:23] – [3.) Stealthing with use of equipment] Petikeshared_worlds:thick_as_thieves_stealth [2023/04/14 06:28] (current) – [4.) Guard alertness] petike
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-==== Types of Stealth ====+==== 1.) Types of Stealth ====
  
 The RP doesn't restrict itself to just one particular type of stealth, instead offering each character several possible routes of how to deal with the challenge of blending in, avoiding detection and handling concealment well. However, the practicality and effectiveness of these variations on stealth can vary accordingly on the context of the exact situation and location they occur in.  The RP doesn't restrict itself to just one particular type of stealth, instead offering each character several possible routes of how to deal with the challenge of blending in, avoiding detection and handling concealment well. However, the practicality and effectiveness of these variations on stealth can vary accordingly on the context of the exact situation and location they occur in. 
  
-**1.) Light-and-Shadows Stealth**\\+**a.) Light-and-Shadows Stealth**\\
  
 When anyone usually talks about stealth, the first thing to come to one's mind is the idea of remaining unseen when you do not wish to be seen by others. Out of sight, out of mind, preferrably to its logical extreme - becoming nearly ghost-like in your sneaking around. Unsurprisingly, light-and-shadows stealth has two major facets: 1. It is best conducted during night time or during weather with lowered visibility. 2. One must learn to navigate the often delicate and ambiguous line between shadows and sources of light, as there are hardly any clean-cut borders, just various degrees of transition.\\ When anyone usually talks about stealth, the first thing to come to one's mind is the idea of remaining unseen when you do not wish to be seen by others. Out of sight, out of mind, preferrably to its logical extreme - becoming nearly ghost-like in your sneaking around. Unsurprisingly, light-and-shadows stealth has two major facets: 1. It is best conducted during night time or during weather with lowered visibility. 2. One must learn to navigate the often delicate and ambiguous line between shadows and sources of light, as there are hardly any clean-cut borders, just various degrees of transition.\\
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 __Player specialisations of note:__ Lightsneaking Teacher, Skulker, Adventurer __Player specialisations of note:__ Lightsneaking Teacher, Skulker, Adventurer
  
-**2.) Aural Stealth**\\+**b.) Aural Stealth**\\
  
 Being unseen doesn't guarantee you complete discretion. Concealing the sounds you make with every single of your louder movements is just as important. And often, it can be even more difficult than simply hiding in the shadows or behind cover. Particularly if you want to pull it off in a satisfying way. Nevertheless, sneaking around quietly and not causing much ruckus is one thing you should certainly never underestimate during your training and experience gaining. While hard to master, the reward for finding a succesful pattern for silent-enough movement will reward you many times over, even in situations where you might least expect it. Much like with Light-and-Shadows Stealth, Aural Stealth can be seen as a small science unto itself, if not outright a complicated artform. It's not just about learning different patterns of loudness while walking, crawling or climbing, or about the choice of clothing you make when you set off for your latest thievy endeavour. The thoroughly studied knowledge about the loudness of various types of surfaces is what you should really start off with, as it will always be your essential "ABC of Stealth" (along with your knowledge on sources of light and their mutual differences). No surface is ever the same as the other, even if they consist of the exact same material. Wooden floors, doors and windows tend to be safe but might creak, carpets and padded surfaces mostly conceal you steps and movements, stone and tiled floors can easily give you away if you don't develop enough skill to work around their potential treachery... You are a thief. You are not a supernatural being, but for the sake of being unheard and thus unspotted, you might as well become one (at face value, to the commoners). \\ Being unseen doesn't guarantee you complete discretion. Concealing the sounds you make with every single of your louder movements is just as important. And often, it can be even more difficult than simply hiding in the shadows or behind cover. Particularly if you want to pull it off in a satisfying way. Nevertheless, sneaking around quietly and not causing much ruckus is one thing you should certainly never underestimate during your training and experience gaining. While hard to master, the reward for finding a succesful pattern for silent-enough movement will reward you many times over, even in situations where you might least expect it. Much like with Light-and-Shadows Stealth, Aural Stealth can be seen as a small science unto itself, if not outright a complicated artform. It's not just about learning different patterns of loudness while walking, crawling or climbing, or about the choice of clothing you make when you set off for your latest thievy endeavour. The thoroughly studied knowledge about the loudness of various types of surfaces is what you should really start off with, as it will always be your essential "ABC of Stealth" (along with your knowledge on sources of light and their mutual differences). No surface is ever the same as the other, even if they consist of the exact same material. Wooden floors, doors and windows tend to be safe but might creak, carpets and padded surfaces mostly conceal you steps and movements, stone and tiled floors can easily give you away if you don't develop enough skill to work around their potential treachery... You are a thief. You are not a supernatural being, but for the sake of being unheard and thus unspotted, you might as well become one (at face value, to the commoners). \\
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 __Player specialisations of note:__ Soundsneaking Teacher, Skulker, Adventurer __Player specialisations of note:__ Soundsneaking Teacher, Skulker, Adventurer
  
-**3.) Disguise Stealth**\\+**c.) Disguise Stealth**\\
  
 This approach opts for the risky, but otherwise straightforward "hidden in plain sight" method of concealing one's own presence. Instead of creating a convincing illussion of non-existence, the focus is on creating as convincing an illussion of the genuineness of one's false identity. This stealth option is effectively available to everyone and can prove effective even for a dilligent enough amateur in the field. But it is most popular among those that dabble in the Master of Disguise specialisation (popular among freelancers and guildsmen alike). Disguising yourself is not merely an act of putting on the appropriate clothes, footwear, headgear and wig or fake moustache. Its complexities also involve learning how to modulate one's own behaviour and personal tics into an altogether different kind of behaviour and habits. Coaching and taming one's aural and verbal expressions is not to be underestimated either - sometimes, an otherwise brilliant disguise can fail purely on the basis of a few misplaced words and phrases, insufficient knowledge of the local situation and premises, or an unconvincing accent. Disguise Stealth is as much reliant on one's language and social skills as it is reliant on outward ruses.\\ This approach opts for the risky, but otherwise straightforward "hidden in plain sight" method of concealing one's own presence. Instead of creating a convincing illussion of non-existence, the focus is on creating as convincing an illussion of the genuineness of one's false identity. This stealth option is effectively available to everyone and can prove effective even for a dilligent enough amateur in the field. But it is most popular among those that dabble in the Master of Disguise specialisation (popular among freelancers and guildsmen alike). Disguising yourself is not merely an act of putting on the appropriate clothes, footwear, headgear and wig or fake moustache. Its complexities also involve learning how to modulate one's own behaviour and personal tics into an altogether different kind of behaviour and habits. Coaching and taming one's aural and verbal expressions is not to be underestimated either - sometimes, an otherwise brilliant disguise can fail purely on the basis of a few misplaced words and phrases, insufficient knowledge of the local situation and premises, or an unconvincing accent. Disguise Stealth is as much reliant on one's language and social skills as it is reliant on outward ruses.\\
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-==== Stealthing without use of equipment ====+==== 2.) Stealthing without the use of equipment ====
  
-TBA.\\+Before you can start thinking avidly about using any gadgetry and tools for your sneaky exploits, you need to learn the basicsYour five senses and one additional - common sense ;-) - are always your best and most important starting gear of all. So... Shall we begin ?\\
  
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-==== 3.) Stealthing with use of equipment ====+=== Gameplay examples === 
 + 
 +Here are rough examples of player-referee interactions during a typical session. The player provides the narration for his character's actions (in addition to the character's monologues and dialogues), while the referee provides the narration and descriptions for the surroundings and for all NPC events. 
 + 
 +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's sake, we're assuming in this example that the player is a single individual (e.g. a burglar-freelancer). \\ 
 + 
 +"//**Referee's post:**  \\ 
 +\\ 
 +**Player's post:**  \\ 
 +\\ 
 +**Referee's post:**    \\ 
 +\\ 
 +**Player's post:**  //"\\ 
 + 
 +---- 
 + 
 +__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, much like dialogue between the player character and the characters of other players. If one wants to adress a referee directly, he needs to use the OOC ("Out of Character") notice first.  
 + 
 +All of this can pertain to the referee as well: He can describe and narrate either in a somewhat adressing manner ("//You push the creaky door and carefully enter the chamber... You notice a stack of coins on an old musty desk.//") or in a more detached, impersonal manner ("//The creaky door moves aside and slowly reveals the interior of the chamber... A stack of copper coins lies on an old musty desk.//"). 
 + 
 +---- 
 + 
 +__**b.) Complications**__\\ 
 + 
 +"//**Referee's post:**  \\ 
 +\\ 
 +**Player's post:**  \\ 
 +\\ 
 +**Referee's post:**    \\ 
 +\\ 
 +**Player's post:**  //"\\ 
 + 
 +---- 
 + 
 +__**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't exist within a bubble divorced from the rest of reality. As an example, imagine you've snuck into two different environments: One a medium-sized walled-in courtyard in front of a mansion, on a quiet night with crickets chirping, the other a machine room with some loudly whirring and buzzing generators and engines. Both of these environments have a patrolling guard passing by. As you sneak (either to avoid the guard or to find a safe position from which you can knock him out), the limits to how much you can risk spreading sounds varies according to the different conditions of the two environments. You need to be rather mindful of making loud sounds, even just louder footstepts, while in the courtyard at dark. It's a fairly quiet time of day, even the background sounds of nature are subdued compared to broad daylight. In contrast, while in the machine room, the loud background noises present throughout that space can make it easier to hide the sounds you make (especially the unintentional ones). Obviously, this doesn't mean the running machine sounds will completely drown out what you're doing; you still need to remain careful. Nevertheless, you can take a greater sound-related risk while traversing this room. 
 + 
 + 
 + 
 +---- 
 +==== 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.  
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 We continue with the example scenario laid out in the previous section.\\ We continue with the example scenario laid out in the previous section.\\
  
-//**Referee's post:** Unfortunately, possibly because of forgetting to account for height in aim, the arrow impacts the candlestick, but doesn't manage to hit the burning candles. Their flames tremble for a split moment, but continue to burn.\\ +//**Referee's post:** Unfortunately, possibly because of forgetting to account for height in aim, the arrow impacts the candlestick, but doesn't manage to hit the burning candles. Their flames tremble for a split moment, but continue to burn.\\ 
 \\ \\
 **Player's post:** After briefly cursing under my breath, I decide to try again. I tell myself to remember that it's more probable I'll put out the burning candles by having the arrow impact the wall above them. This will almost guarantee that the water will bounce off the wall and at least some of it will splash onto the candles. I take aim again and fire my last dousing arrow...\\ **Player's post:** After briefly cursing under my breath, I decide to try again. I tell myself to remember that it's more probable I'll put out the burning candles by having the arrow impact the wall above them. This will almost guarantee that the water will bounce off the wall and at least some of it will splash onto the candles. I take aim again and fire my last dousing arrow...\\
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 Nevertheless, when the need sometimes arises, even a thief who takes great pride in the art of sneaking undetected has to cave in and pacify a threat or obstacle that is hard to evade. While there isn't a particularly big arsenal of tools to deal with threats and obstacles, the few that exist are more than sufficient for this goal, provided they are used creatively. Nevertheless, when the need sometimes arises, even a thief who takes great pride in the art of sneaking undetected has to cave in and pacify a threat or obstacle that is hard to evade. While there isn't a particularly big arsenal of tools to deal with threats and obstacles, the few that exist are more than sufficient for this goal, provided they are used creatively.
  
 +----
 +
 +==== 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's level of suspicion goes over a certain threshold, he moves on to a higher level of alertness. That's bad news for a thief. The good news is, alertness levels can also decrease over time. Nevertheless, such a reversion is not worth abusing, due to several obvious factors: It is time-consuming, it requires a thief to hide well during the "cool down", and last but not least, there's also the added issue of the Paranoia Level (see further).
 +
 +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/intruder, entering rooms with suspected criminal activity, searching shadowy areas briefly. Occassionally turning on lights or observing a place more carefully (especially if furnishings or potential loot has been clearly moved or tampered with a bit). Making occassional verbal threats, for the most part quietly. | 
 +|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's way, faster and louder wading into water. | Actively searching for a suspect/intruder, scouring rooms and spaces carefully, turning on or relighting lights. Looking into easier or more obvious hiding place. Making audible verbal threats, showing minor signs of irritation or frustration. 
 +|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/yelling close by. Doing a loud jump into water. Breaking glass (windows) close by. Shooting firearms close by. Shooting arrows, bolts or other projectiles within eyesight of guards (or other people) in well-lit areas. Shooting a rolling nut crossbow or powerful crossbow within earshot. Creating an explosion. | Pursuing, attacking and apprehending (or killing) a suspect/intruder. (Stun weaponry might be used in addition to deadly weaponry.) Making audible verbal and physical threats, showing clear anger or frustration. |  
 +
 +=== b.) Paranoia Levels ===
 +
 +In addition to the Alertness Levels, there's the added value of Paranoia Levels (PL). This is purely a modifier of existing guard alertness, and is meant to reflect the amount of times a thief has been seen or met by a guard, but evaded capture. If a thief gets caught red-handed during a "job", but manages to escape and hide for long enough for a guard to give up on further searching/pursuing, this modifies the alertness level to a degree. 
 +
 +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, and they all gave chase to the thief before he hid and "vanished", then those other guards will also have a heightened Paranoia Level. 
 +
 +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's Alertness Level to 5. Like with the Alertness Levels, it's not easy to over-generalise Paranoia Levels, but the following table offers a simplified overview. 
 +
 +^ **No.** ^ **PL** ^ **Guard behaviour** ^ 
 +|1| Low Paranoia | Much more mindful of his/her surroundings now that he/she's aware there's a thief about. | 
 +|2| Medium Paranoia | Near-constantly on the lookout for tresspassers and threat of theft now that he/she's aware there's a thief about. Attempts at actively catching a thief (or thieves) might occur. | 
 +|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 ====
 +
 +**[[thick as thieves skillsets|Overviews: Player Character Skillsets]]**
  
 **[[thick as thieves tools|Overviews: Tools of the Trade]]** **[[thick as thieves tools|Overviews: Tools of the Trade]]**
shared_worlds/thick_as_thieves_stealth.1441045392.txt.gz · Last modified: 2019/03/29 15:18 (external edit)

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