shared_worlds:thick_as_thieves_stealth
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shared_worlds:thick_as_thieves_stealth [2015/09/18 14:34] – [2.) Stealthing without use of equipment] Petike | shared_worlds:thick_as_thieves_stealth [2023/04/14 06:28] (current) – [4.) Guard alertness] petike | ||
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- | ==== 2.) Stealthing without use of equipment ==== | + | ==== 2.) Stealthing without |
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 ?\\ | 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 ?\\ | ||
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=== 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' |
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+ | 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. | ||
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For simplicity' | For simplicity' | ||
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+ | **Referee' | ||
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+ | **Player' | ||
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__**b.) Complications**__\\ | __**b.) Complications**__\\ | ||
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+ | **Player' | ||
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+ | **Referee' | ||
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Nevertheless, | Nevertheless, | ||
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+ | ==== 4.) Guard alertness ==== | ||
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+ | 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. | ||
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+ | === a.) Alertness Levels === | ||
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+ | 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. | ||
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+ | When a guard' | ||
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+ | 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. | ||
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+ | ^ **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/ | ||
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+ | === b.) Paranoia Levels === | ||
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+ | In addition to the Alertness Levels, there' | ||
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+ | 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, | ||
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+ | 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' | ||
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+ | ^ **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. | | ||
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==== See Also ==== | ==== See Also ==== |
shared_worlds/thick_as_thieves_stealth.1442601291.txt.gz · Last modified: 2019/03/29 15:18 (external edit)