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How to model "Leverage" and "Burn Notice"?

Leitz

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In the shows "Leverage" and "Burn Notice", the team leaders show a high understanding of human behavior. They are often able to predict behavior and make insightful inferences from nuance.

How would you model this in the game? I tend to do CE/CT, but other versions might have inspiration.
 
Mechanically speaking, you could use a Perception check for the PC to notice the tell, then follow it up with a (whatever Skill) check to put it together to get the clue or insight, if the player doesn't or can't for some reason.

Not sure for CT, perhaps devise a task throw built around Social Standing?... Liaison?... Streetwise?... to see the tell, then as above.

It's things like this where actual role-playing can really shine thru, if the players and ref are so inclined.
 
In the shows "Leverage" and "Burn Notice", the team leaders show a high understanding of human behavior. They are often able to predict behavior and make insightful inferences from nuance.

How would you model this in the game? I tend to do CE/CT, but other versions might have inspiration.

Since the writers of the shows know how they want things to happen, and control what is said and done, I fail to see the relevance for role-playing.
 
Not sure for CT, perhaps devise a task throw built around Social Standing?... Liaison?... Streetwise?... to see the tell, then as above.

Any interpersonal skill like the above should provide the modifiers you desire.
And you might include 'Carousing', or maybe even level 2 or higher of Medical and Instruction(how you treat your patients/pupils).

You might also consider the PC's background, and general intelligence.

Toss out the 'tell', and see if the PC's catch it!
 
I think it'd to wind up very interactive and narrative in nature. Direct set-piece combat should be avoided. There should be multiple skill challenges; this is a good showcase for lesser-used skills.

Know your mark. Research as much as possible. Surveil them and their associates, before and during the operation.

Understand that mostly-non-violent dishonest people are easier to con. The goal is to jiu-jitsu their own dishonesty to your advantage. Learn their methods and foibles, and use that knowledge to your advantage.

Know, or learn, the domain in which the mark operates. Both players and GM need to understand and agree on the culture, institutions, systems, processes, and people the adventure setting, at a good level of detail.

Create an opportunity for the mark to profit. Pull them as far out of their expertise as you can without tipping them off.

Provide choices that give the mark the perception of full agency; every option you provide them moves them closer to your goals, not theirs. it's a lot like "forcing" in street and stage magic.

Shut down options you don't expect nor want them to choose by increasing perceived risk, increasing 'friction', and by regulatory capture.

PC Control of the mark's environment is key. try to preclude intrusion of extraneous NPCs until you WANT everything to go completely guano insane. Maximizing confusion may help you towards your goals in the end-game.

There is little need for the GM to hold back information. What will challenge PCs the most is putting together a plan, marshalling resources, and then execution. There may be a frantic scramble when one tiny random thing puts everything in jeopardy.

Have an escape plan. More than one.

Don't be afraid to walk away.

It just occurred to me that you might look up both of those shows in TVTropes and work with the referee to see what could be incorporated.
 
Since the writers of the shows know how they want things to happen, and control what is said and done, I fail to see the relevance for role-playing.


As Traveller is a sim of scifi stories and therefore characters the players are 'writing', it would make sense to have the support mechanics so the character acts within their capabilities.
 
One way to go is redo SOC to not be 'class level' but rather Social Ability.


Then it can become the base charstat for any human skill of whatever version- Leader, Bribery, Interrogation, Streetwise, Liaison, Carousing, Persuade, Recruiting, Investigation, Intimidation, etc. etc.


The nature of the skill defines what can be gleaned as information/insight, then turn around and plug into a roll for effect using that knowledge.



So a character can be dumb as a rock and uneducated, but understand people and do well.
 
Random thought this morning, "Tactics" might be a useful skill. The character would need both Tactics and the relevant skill or background. Int or Edu might allow modifiers.

In general I try to minimize throwing out hints and seeing if the players catch it. The characters have skills and backgrounds that the players may not, and my "hint giving" may be obvious to me and completely obscured to the players. Much cleaner to work in game, with the characters.

Social Ability is an interesting idea, and probably needs to be added to the game. Much like charisma in other games, some people are nicer and more emotionally attractive than others. We as gamers can often see that, but I'm not sure how many of us fall into that category naturally. :)
 
Random thought this morning, "Tactics" might be a useful skill. The character would need both Tactics and the relevant skill or background. Int or Edu might allow modifiers.

In general I try to minimize throwing out hints and seeing if the players catch it. The characters have skills and backgrounds that the players may not, and my "hint giving" may be obvious to me and completely obscured to the players. Much cleaner to work in game, with the characters.

Social Ability is an interesting idea, and probably needs to be added to the game. Much like charisma in other games, some people are nicer and more emotionally attractive than others. We as gamers can often see that, but I'm not sure how many of us fall into that category naturally. :)


A lot of D&Ders see that sixth stat and interpret as Charisma, but I don't intend that. It's strictly being able to read people, glean more information and affect other people through their skill set, so it can be as much terror as charm- or appeal to weaknesses, inspire, persuade through emotionally appealing logic, etc.


Plays hell a bit with chargen, but less then one might imagine.
 
One difference I note between Burn Notice and Leverage is the style of story telling.

In Burn Notice, there is a lot of direct confrontation, and characters often simply brazen things out.

In Leverage, the story lets things fall apart for the protagonists, only to cut-over to a flashback reveal, showing a contingency plan, or that the mark's seeming triumphal moment was actually part of their own plan all along.

That makes me think along the lines of Gumshoe and narrative RPG systems... perhaps the GM, seeing things go lethally off the rails[1], presses "pause", and give the PCs a chance to retcon their initial assumptions and preparations, such that the events that have transpired still happen, but in an altered context.

[1] By my lights, Traveller is a lethal RPG for characters, if the players are short on planning and quick on the trigger. I like it better when that isn't the case.
 
Since the writers of the shows know how they want things to happen, and control what is said and done, I fail to see the relevance for role-playing.

It gives the players "insight" in to the schemes and plans of others. If there are 3 potential "next moves" the players think the NPCs will take, this "insight" would make one of them standout more than the other.

Since the Referee is the "writer of the show" and "knows what's going to happen", it lets the players tap in to a little "behind the GM screen" knowledge.
 
Hum, a lot of the games I have run fit this model, in that the players make a plan a run it, the planning part tends to be the biggest part of the game, while execution is the last stage mostly.

The job of referee is to set the parameters, then run the opposition in terms of required skill rolls and the like. The part is to keep the clock moving, they run in to a problem the clock is still ticking.
 
It gives the players "insight" in to the schemes and plans of others. If there are 3 potential "next moves" the players think the NPCs will take, this "insight" would make one of them standout more than the other.

Since the Referee is the "writer of the show" and "knows what's going to happen", it lets the players tap in to a little "behind the GM screen" knowledge.


That's how I run most tactics rolls, giving insight and time advantage to tactics success and how to counter if the player is not tactically inclined.
 
In the shows "Leverage" and "Burn Notice", the team leaders show a high understanding of human behavior. They are often able to predict behavior and make insightful inferences from nuance.

How would you model this in the game? I tend to do CE/CT, but other versions might have inspiration.

One difficulty you might run into is that if PCs initiate "behavior prediction" rolls and succeed, then by essence your NPCs will have to act accordingly. I'd be cautious with any "predictive" skill if I were you. I remember some Conspiracy X players multiply the "intuition" mini game (having to guess a Zener card to determine if NPC X was lying/hiding something) so much that it ruined most of the plots twists.
 
If I recall correctly, the Leverage RPG does this thing that lets you rewind time and "have already prepared for" the thing you just found out about, because you're clever, notice things, etc.
 
For this sort of game I think Elementary might be a better model. The players use a variety of skills and personal characteristics like--

Streewise
Education
Intelligence
Liaison
Social
Computer

To name a few as their primary ones to find the thread or direction they need to pursue to an end. Sure, they need combat skills to deal with violent encounters, and a range of others to deal with NPC's, etc.

It allows for a variety of characters the players might choose to be part of the scenario as well--that is as long as it isn't simply a gunfight.
 
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