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Strange Ian's avatar

I haven't played Thief but I have played a lot of the new Hitman games, which seem conceptually similar. Noting the differences -

Hitman takes place in the modern world, you are assassinating people instead of stealing from them. The ideal Silent Assassin run through a Hitman level is to kill only your targets, nobody else, and to have nobody notice any suspicious activity or find any bodies.

Shadows don't matter, sound is only mildly important. The central mechanic of the game is to knock people out and take their clothes. Once you're in disguise you're allowed access to new parts of the map (though some people can see through it.)

The ideal Hitman map is some complex social event in an exotic location, i.e. a fashion show in a mansion in Paris or a billionaire's birthday party at a winery in Argentina. It's divided into different contrasting spaces which can be accessed using different disguises. Like the winery has balconies, gardens, tasting rooms, staff corridors, vineyards, an industrial floor, a wine cellar w/ secret passage into the basement of a private house.

The idea being that you play through dozens of times and find different ways to kill your target each time. Also there's a mode which randomly selects new targets for you. So you come into a level and it seems vast and impenetrable, but over time you gradually learn all its secrets and it becomes easy to master.

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You probably wouldn't use the "groundhog day" time loop element in D&D. Also the bit about stealing people's clothes to impersonate them is a game abstraction and clearly wouldn't work in real life, or an imaginary universe which players have to find believable.

What I do find useful though is the idea that a complex built environment can be used to organise a social structure. If that makes sense.

So like - the PCs are invited to a fancy party. There's an outer layer of guests who are just randoms, there's an inner circle who are there to engage in the real business of the event (in Paris it's a secret crime auction on the mansion's top floor.) There's a whole set of people who are just there to make the fashion show work (the models, the stylists, the kitchen staff) and all hate each other in ways which can be used to your advantage.

The structure of the mansion physically organises these people into different spaces with different energies (the cellar where the staff work is dark and quiet, the catwalk room is bright and loud, the security guys have set up a base in an attic full of dusty antiques). You have to navigate a bunch of these different spaces, both socially and physically, to get closer to your target.

Hierarchy is very important here - there's always both a social and a physical hierarchy, an "inner space" which only certain people are allowed into. In one level you literally have to be initiated into a Freemasonic secret society and get their sacred robes.

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Setting it in the real world makes it very easy to get maps. I'm trying to write a Call of Cthulhu type game set in 1920s Blackpool at the moment. So looking at Blackpool on Google Maps - there's three piers, the sands (which would be occupied by visitors and hawkers), a huge brick theatre underneath an iron tower (with a menagerie in it), a boardwalk full of sideshow attractions, an amusement park.

Each of these can "belong" to a different set of people, and each one subdivides further into smaller spaces. Designing the game is mapping out the social dynamics, figuring out what the different characters want and how they're likely to come into conflict. Then investigating the mystery becomes mostly about exploring these social dynamics and deciding how you're going to intervene in them.

And this is one of the easiest things to describe in words. I probably gravitated towards running that type of game because it's very easy for PCs to model social dynamics - the sailor wants this, the doctor wants that, the constable wants the other thing. Might be worth making a list of things that are really easy to express in language, as well as things that are really hard.

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I think the part about the PCs having access to flawless (telepathic?) comms and using them to co-ordinate stealth missions is really solid. The idea that even in low-fantasy games it's worth having some reason to just allow them to do it, because it opens up all sorts of gameplay possibilities that you wouldn't get otherwise.

Requires very strong spatial imagination on the part of the DM probably - you have to describe and redescribe the same physical environment from multiple angles. Or possibly if they're constantly communicating with each other you take for granted that they would synthesise their viewpoints into a sort of bird's eye view which is just represented as the map.

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Word Tweak's avatar

I received Thief: Deadly Shadows as part of a GPU bundle around 20 years ago and it was so different to anything I had played before.

Instead of cheesing your way killing sentries like you might do in an Elder Scrolls title, Thief presented the player with puzzles that could not be solved by being a murder hobo. Well, except for the odd knockout here and there.

For the first time I had to listen for footsteps, observe patrol patterns and time a sneaky entrance to purloin loot.

And there were different arrow types to manipulate the environment like water arrows for extinguishing fires/lanterns.

Now that's a franchise I should revisit.

Thanks for the detailed report!

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