Tonight I'm hoping to run through Infiltration for the first time. After making some progress on it months ago, it was pushed to the wayside for other considerations (a few Skirmish missions and a Negotiation mission). The good news is, those went pretty well. Unfortunately, after revisiting the Infiltration rules, I felt like they needed some tweaks. Part of that was due to changes in other parts of the game (the narrative scenes).
Anyway, now Infiltration consists of two narrative scenes of planning, followed by the tactical mini-game. The first scene allows the players and GM the ability to collaboratively lay out the sort of security issues that might come up. The second scene is the players investigating those in more detail, looking for vulnerabilities.
The mini-game starts with the players laying out a potential plan to deal with the problems. Each of the security obstacles discovered in the first scene has a number of steps, which correspond to skill rolls needed to remove the task.
There is still an alert track which represents how close the characters are to getting caught. It represents the paranoia of the opposing faction that something is amiss.
My goal was to have the Infiltration mini-game revolve around a push your luck element. As the alert goes up, there is a greater chance of getting caught. But, aborting the mission means somewhat wasting the season. Furthermore, it's possible for one character to get caught, but other characters to still succeed. Of course, there could be somewhat of an international incident, but it might be worth it. (Or, the character has a stunt which helps them disavow all knowledge.)
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