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Author Topic: Mixed group  (Read 1167 times)
afrodave
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« on: June 20, 2007, 10:55:52 PM »

So who here has a group composed of shooters (soldiers, wheelmen, etc) and spooks (sleuth, snoop, etc) but with completely non miltary/espionage characters (advocates, politocos, etc.) and how do you deal with the inherient problems of making sure the shooters and spooks don't get bored and the suit doesn't get exploded, when they are in eachother's scenes?
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Black Cheese
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« Reply #1 on: June 21, 2007, 06:46:20 AM »

Your group just needs to prioritize. Using Equinox's fine Beauty/Brains/Brawn paradigm, make the players decide which strategies take precedence. I would suggest that…

1) The players first try brains. If you can out-think your opposition, sneak in when no one's around, reprogram the automated delivery service to bring you the nukes, or whatever, then you've completed the mission.

2) Of course, if that goes wrong, you switch to beauty, charm the guy on duty, talk your way past the guards, and do the reprogramming by claiming there's no reactor on this level.

3) Finally, when that goes south, kill everyone. That's what the brawn's for.

Often that's the generic mission: Think, Talk, Kill, in that order. Encourage your PCs to do the same. It's when you're totally missing a step that things can go horribly wrong.
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Gentry
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« Reply #2 on: June 21, 2007, 08:27:41 AM »

It's possible to blend these, too.  Subtle options can still include intrusion, kidnapping, intimidation, and extortion, all of which the gunmen are reasonably good at.  Directed by the thinkers, the shooters can apply their trade in a controlled manner, everybody gets to participate, and everybody has a good time. 

And you as a GC can really condition this sort of "think first" behavior by awarding action dice for it.  If you want to get blatant about it, the next time your most blood-spitting hair-triggered player says "Should we try and keep this quiet?" give him an action die on the spot.  He'll get your point sooner or later.  Smiley
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NezMaster
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« Reply #3 on: June 21, 2007, 09:35:39 AM »

My group seems to settling into diversion tactics. The fighter types do some diversionary thing. The sneaky folks walk through the back door while the fighters distract everyone. the bluffy types add confusion to the diversion.

At least, that's the pattern so far, but I've only run 3 games or so.
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Ezram
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« Reply #4 on: January 11, 2008, 09:31:28 AM »

Unfortunately it usually ends up with one group at the sidelines until their expertise is called upon, while the others  take up the bulk of the interactions.
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