this post was submitted on 27 Feb 2024
19 points (100.0% liked)
rpg
3208 readers
7 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Gamify this stuff. Instead of a single silent alarm causing the players to get ambushed, have a threat level that you're tracking that requires multiple triggers to end up in the worst case scenario. Give players in-game feedback that this is happening (they notice there's a higher frequency of patrols, overhear guards getting new orders, etc). Give players mechanisms to reduce the threat level (waiting until things cool down, hacking security systems, stealth takedown of guards, etc).
As much as it is tempting to do pure simulation in a realistic way, it doesn't always make for a fun game. Fun almost always comes from interesting and meaningful decisions for the players. Having invisible triggers going off behind the scenes that the players will never know about is only interesting for the GM.