Akeii
2013-02-20, 11:01 PM
Hi there forumgoers! Something's been percolating in my head for a week or so now, but I really really need your help. This is a cross-system discipline, I think, so any advice/anecdotes you have would be really welcome. In the meantime, here's some framework:
***
The highest goal in every RPG is to have fun. I've always believed, however, that the second best goal is to be a sneaky Machiavellian bastard.
Fortunately, some GMs/DMs reward creativity and nonlinear thinking. While your standard fare gives the hack-and-slash action we all love, in my humble opinion what separates the cream systems from the crop is how they answer two simple questions: Can you take your enemies down without getting into a fight? If so, in how many ways can you do it?
With this theme of button-pushing intrigue in mind, I've thought of some preliminary but woefully incomplete broad and nonspecific universal guidelines I've always wanted further work on:
List of factoids to ponder (WIP):
What does your opponent stand to gain or lose? In other words, what would they want and what do they already treasure?
What are their strengths, and what are their weaknesses?
Who do they know? Who are their friends, and who are their enemies?
Flip side of the coin - what do you stand to gain or lose, what are your strengths/weaknesses, and who do you know?
What is your offensive purpose? Would you immobilize them, mislead or distract them, trick them into fighting another party... or do something else entirely?
Planning your attack (WIP):
What methods would you use? Blackmail, ransoms, deception, betrayal, or maybe even arson (when all else fails set it on fire!)? Basically, what gambits should you use and how will you set them up?
Also, would you folks happen to have any further resources in mind, and especially any stories if you've done this sort of thing in a particular system? Thanks so much!
***
The highest goal in every RPG is to have fun. I've always believed, however, that the second best goal is to be a sneaky Machiavellian bastard.
Fortunately, some GMs/DMs reward creativity and nonlinear thinking. While your standard fare gives the hack-and-slash action we all love, in my humble opinion what separates the cream systems from the crop is how they answer two simple questions: Can you take your enemies down without getting into a fight? If so, in how many ways can you do it?
With this theme of button-pushing intrigue in mind, I've thought of some preliminary but woefully incomplete broad and nonspecific universal guidelines I've always wanted further work on:
List of factoids to ponder (WIP):
What does your opponent stand to gain or lose? In other words, what would they want and what do they already treasure?
What are their strengths, and what are their weaknesses?
Who do they know? Who are their friends, and who are their enemies?
Flip side of the coin - what do you stand to gain or lose, what are your strengths/weaknesses, and who do you know?
What is your offensive purpose? Would you immobilize them, mislead or distract them, trick them into fighting another party... or do something else entirely?
Planning your attack (WIP):
What methods would you use? Blackmail, ransoms, deception, betrayal, or maybe even arson (when all else fails set it on fire!)? Basically, what gambits should you use and how will you set them up?
Also, would you folks happen to have any further resources in mind, and especially any stories if you've done this sort of thing in a particular system? Thanks so much!