- Different Narrative Scenes. It would be nice if the narrative scene structure for the Infiltration missions was no different than for the others, or at least very, very, close.
- Second Narrative Scene. The second narrative scene was an elaboration of the first, adding more details about the different obstacles that needed to be overcome. In practice, though, these details weren't really used in the mini-game. It also adds quite a bit of time to the game to work these in.
- Plan. At the beginning of the mini-game, the players make a plan. While this is somewhat interesting, again, in practice, this is pretty time consuming, and subject to lots of change as the mini-game gets going.
- Time. The additional creative element of coming up with details about the target made the session take too long.
- GM Fate Points. In this iteration, spending these fate points required changing details of the plan. Unfortunately, doing that could considerably add to the duration of the game, as well as requiring quite a bit of creative narration. As such, it's better if the fate point spends are easier to accomplish - they should be resolved fairly quickly during the mini-game.
So, the current idea to address these issues is to have two narrative scenes (as usual), but with a different focus. The first narrative scene might be a "get in" scene, where all the obstacles to getting in and getting access are listed. The second is the "get out" scene, where all the obstacles to getting out safely are listed.
Every time one of the stress boxes is checked off in each of these scenes, a new obstacle is added to either the "get in" or "get out" pile with a number of stress boxes equal to those checked off. Thus, the first scene might have a "Determine physical security" obstacle, which might produce "Hallway trap" and "Door lock" obstacles for the mini-game.
At the start of the mini-game, then, this list will be tackled by the players in a similar fashion to how the narrative scenes work. One difference is that the number of stress boxes won't be uniform (at 3). Also, the idea of an "alert track" is still in play, which goes up over time as the players deal with the mission.
The final elements to put in play are ways to raise/lower the alert track. Failed rolls should raise it, and possibly tagging aspects or getting shifts on successes may lower it (preferred?).
Each obstacle in the mini-game may function almost like a "zone", where players move to in order to engage the obstacle. Thus, it may take an action to move between zones.
Also, having "get in" and "get out" obstacles may make for an interesting difference in terms of getting caught. That is, getting caught going in may have lesser repercussions than getting caught going out (which would be getting caught red-handed).
Finally, the GM needs to have a good way of spending fate points, that doesn't require too much thought during the mini-game. Might be enough to add to the stress tracks of obstacles (like the regular narrative scenes). Maybe, if the obstacles are zones, could even add aspects to the obstacles themselves, which could be compelled to affect the character in some fashion.