Experimenting with larger groups and complex plans.
We’ve got a larger group playing tonight, so I’m going to try to encourage the players to use multiple plans for their score.
Last time I noticed it wasn’t as easy for our large group to settle on a plan. Previously, with our group of three, it just flowed very naturally. We had an even spread across all the playbooks, so I think that contributed to our group not being sure about which plan to go with. (It seems to me that the list of plans very closely match to each playbook style. Lurks want to infiltrate, cutters want to assault, etc etc.)
Tonight I hope combining multiple plans, that interact via the teamwork rules, allowing each playbook to have their moment in the spotlight. Hopefully that will do the trick.
Has anyone gone with multiple plans for a score before? How did it go?
Very interested.
I felt like last time we played, we did a lot of gather info stuff for the job that could maybe have been handled in flashbacks more. Just zip backwards whenever we feel stuck or unsure.
Splitting into groups pushing complementary plans sounds very Oceans Eleven to me, which is perfect!
So then would teamwork actions only apply to the subset of PCs on a given plan, rather than the whole? I’d love to hear more about what you mean about using the teamwork rules to have multiple plans interact.
I think maybe you could use a synchronization clock: each time one of the group does a worse roll (effect or action?) than the other, tick it (and if you’re feeling generous, you may untick it when the bad rolls change side).
Once the clock is fully ticked, consider that the plan is screwed and the two groups cannot use teamwork anymore till they reunite.
That’s what I’ll do (because this is not XXth century, no Bluetooth headsets :-p ).
Had a few cancellations, so we didn’t need to experiment tonight.
But basically, I was going to run more complex scores by having multiple plans that acted as set ups and follow throughs.
Dan Hall If It was me, I would probably start them off at different points and jump-cut between them when things got exciting or reached good stopping points. I would also let players whose characters were not involved in the current action interject helpful flashbacks.
For example, I had only two in a crew, and they STILL got split up quite a bit. In one instance, one was across the canal to snipe the target, the other waiting nearby to try and get the jewels from the corpse. So, they had to take turns.
Also, escaping an alerted drug den full of Red Sashes and they split up; I gave them each clocks to fill. We jumped back and forth as they fled and/or fought.
I can kind of see this thinking in how you chose to run part of the game last night Dan Hall . The letter that Tocker wrote and Luci snuck into Pennyweather’s room felt a little like 2 separate little jobs setting one another up. It’s a good idea. I guess we’ll have another shot at it next week. 🙂