Difference between revisions of "The World Tree/Trinity Islands/Isle of Dread"

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Only train apprentices with the knowledge and permission of the Guild.<br>
 
Only train apprentices with the knowledge and permission of the Guild.<br>
 
Be ready to perform any legwork the Guild needs you for<br>
 
Be ready to perform any legwork the Guild needs you for<br>
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Tailing
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Tailing is following a target (person or small group) to learn what they're up to. A single individual is not enough to tail the PCs. You need a group of five or more people tailing them, else I would suspect they're amateurs.
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This doesn't mean a small group or individual tailer is not dangerous, but my first thought would be a group of thieves (and not very good ones at that) would do this rather than espionage or counter-espionage(4) people. It could also be an under-funded individual who has a specific job, such as, "If anyone interesting arrives at the airport, see which hotel they check into."
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A professional won't be able to keep an eye on the PCs for long. The chances of getting "made"(5) go up fast. If a professional believes the PCs are onto him, he will go into a store or walk by - preferring to give up the chase rather than risking being compromised or captured. As most PCs lack training and subtlety, it isn't hard for the agent to know when they've been made.
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If you have professionals tailing the PCs, then you have to make a decision based on what the opposition knows of the PCs. How much can they allocate toward surveillance? Due to the kind of things (and suspicious, bad things) the PCs do, the answer will quite often be "a lot." Because professional tails aren't something most GM's are familiar with, I'm going to discuss them rather than the "bulldogging"(6) that most GMs seem to be intuitively familiar with.
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First, remember that if an actual professional team is doing the surveillance, the players will never know for sure if they are being watched. Ever. They may get a bad feeling, an itching between the shoulder blades or feeling of being watched, but not for certain.
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In a professional team, you will have, for example:
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A control vehicle(7) two or three blocks away the PCs will never see.
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To the side (not behind), walkers in front and to the side(s) who are changed out long before they've overstayed their welcome.
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Other vehicles and people to swap out and position where the PCs *might* go.
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There could be over fifty people and a dozen different vehicles involved in this. There could be anything from helicopters to re-tasked satellites.
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PC Tactics
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If the PCs are doing covert or illegal work, it is better for them to assume they are always being followed and act accordingly.
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Most GMs assume players will spot the follower, chase him down and confront him. Many players do just that - but it's not a good strategy. If the person is of at least average intelligence, they can claim not to have been following the PCs. They may also be having the PCs chase them back to where his buddies are waiting to ambush them.
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A better tactic for the PCs is to get somewhere they can't easily be overheard (like next to a bus) or can't have their lips read and use the phone-a-friend option.
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"Todd? Yeah, I've picked up a tail - can you come with a couple of guys to keep an eye on him? Here's what he looks like and here's where I am. Call me when you're in position and I'll shake him."
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Todd and his team show up, phone the PC back when in position, and the PC loses the tail.
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With a single PC or small group (and assuming they're not out of shape(8) or have a car that is nowhere near their car) it's not difficult to lose a tail.
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Now, the tail is in the uncomfortable position of having not a clue where you went. What will he do? He'll probably stand around looking stupid, maybe call his boss and ask for instructions. He may wander around trying to reacquire the PC.
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But eventually, he'll have to go one of two places - home or office - with the PC's friends tailing him. Now, the hunter becomes the hunted.
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Isn't that a better tactic than trying to beat the truth out of him in a dark alley? Using this technique - if done correctly - the people following might not even realize they have been made.
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It's easy for small groups to lose their target completely by chance. The target manages to get onto a subway just before the doors close. The car you've carefully kept between you and the target stops for a red light but the target vehicle makes it through on the yellow. If the enemy doesn't know you're on to them - and if you know where they work and possibly where they live - you have a huge advantage over them that can be exploited later.
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Another good technique to use if you believe you are being followed - and the only one I would ever recommend to someone in real life - is to head to the local police station. If you can gather a good description of the people tailing you on the way(9), that can assist the authorities. Usually, just walking into a police station will quickly shake the most ardent of pursuers.
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Electronics
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A note on the electronics used during surveillance. If someone pulls out a walkie-talkie, the campaign had better be set during the 1970's or 1980's. These days, they have invisible microphone and ear pieces that people can talk into. You won't see the big wires going into people's ears that mark them(10).
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Why not use cell phones? Maybe a little conference calling? These days, everyone is on a cell phone chatting or texting pretty much constantly, so it doesn't stand out.
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Keep in mind that women are often better at following people than men. People generally feel less threatened when a woman follows them. Frumpy or plain women with comfortable walking shoes and large purses that can hold other bits of clothing to alter their appearance and presto - they're invisible.

Revision as of 17:01, 16 July 2015

OMG, Bandits! (d12)
Brigands (typical bandits) Deserters (ex-military force trying to be self-sufficient – easiest to do if you take stuff from other people who do it better than you)
Desperados (on a run of criminal activity, why not hit the party too?)
Fugitives (on the run from the authorities, hungry and desperate)
Highwaymen (on horseback, looking for easy looting)
Outlaws (turned to banditry because they have been exiled / outlawed – possibly with good reason)
Poachers (not so much out to get you, but defensive, criminal and probably hungry)
Raiders (pillage first, then burn!)
Robbers (up the loot, folks, and no one gets hurt)
Slavers (your goods are gravy, they want you!)
Thieves (might try to pretend to be friendly… at first)
Thugs (local toughs here to show you how tough they really are)


Always pay your dues, training costs and loot percentage.
Keep all guild information secret.
Don't steal in territory or from activities that are "off limits".
Only commit crimes in your designated territory.
Only train apprentices with the knowledge and permission of the Guild.
Be ready to perform any legwork the Guild needs you for

Tailing Tailing is following a target (person or small group) to learn what they're up to. A single individual is not enough to tail the PCs. You need a group of five or more people tailing them, else I would suspect they're amateurs.

This doesn't mean a small group or individual tailer is not dangerous, but my first thought would be a group of thieves (and not very good ones at that) would do this rather than espionage or counter-espionage(4) people. It could also be an under-funded individual who has a specific job, such as, "If anyone interesting arrives at the airport, see which hotel they check into."

A professional won't be able to keep an eye on the PCs for long. The chances of getting "made"(5) go up fast. If a professional believes the PCs are onto him, he will go into a store or walk by - preferring to give up the chase rather than risking being compromised or captured. As most PCs lack training and subtlety, it isn't hard for the agent to know when they've been made.

If you have professionals tailing the PCs, then you have to make a decision based on what the opposition knows of the PCs. How much can they allocate toward surveillance? Due to the kind of things (and suspicious, bad things) the PCs do, the answer will quite often be "a lot." Because professional tails aren't something most GM's are familiar with, I'm going to discuss them rather than the "bulldogging"(6) that most GMs seem to be intuitively familiar with.

First, remember that if an actual professional team is doing the surveillance, the players will never know for sure if they are being watched. Ever. They may get a bad feeling, an itching between the shoulder blades or feeling of being watched, but not for certain.

In a professional team, you will have, for example:

A control vehicle(7) two or three blocks away the PCs will never see. To the side (not behind), walkers in front and to the side(s) who are changed out long before they've overstayed their welcome. Other vehicles and people to swap out and position where the PCs *might* go. There could be over fifty people and a dozen different vehicles involved in this. There could be anything from helicopters to re-tasked satellites.

PC Tactics If the PCs are doing covert or illegal work, it is better for them to assume they are always being followed and act accordingly.

Most GMs assume players will spot the follower, chase him down and confront him. Many players do just that - but it's not a good strategy. If the person is of at least average intelligence, they can claim not to have been following the PCs. They may also be having the PCs chase them back to where his buddies are waiting to ambush them.

A better tactic for the PCs is to get somewhere they can't easily be overheard (like next to a bus) or can't have their lips read and use the phone-a-friend option.

"Todd? Yeah, I've picked up a tail - can you come with a couple of guys to keep an eye on him? Here's what he looks like and here's where I am. Call me when you're in position and I'll shake him."

Todd and his team show up, phone the PC back when in position, and the PC loses the tail.

With a single PC or small group (and assuming they're not out of shape(8) or have a car that is nowhere near their car) it's not difficult to lose a tail.

Now, the tail is in the uncomfortable position of having not a clue where you went. What will he do? He'll probably stand around looking stupid, maybe call his boss and ask for instructions. He may wander around trying to reacquire the PC.

But eventually, he'll have to go one of two places - home or office - with the PC's friends tailing him. Now, the hunter becomes the hunted.

Isn't that a better tactic than trying to beat the truth out of him in a dark alley? Using this technique - if done correctly - the people following might not even realize they have been made.

It's easy for small groups to lose their target completely by chance. The target manages to get onto a subway just before the doors close. The car you've carefully kept between you and the target stops for a red light but the target vehicle makes it through on the yellow. If the enemy doesn't know you're on to them - and if you know where they work and possibly where they live - you have a huge advantage over them that can be exploited later.

Another good technique to use if you believe you are being followed - and the only one I would ever recommend to someone in real life - is to head to the local police station. If you can gather a good description of the people tailing you on the way(9), that can assist the authorities. Usually, just walking into a police station will quickly shake the most ardent of pursuers.

Electronics A note on the electronics used during surveillance. If someone pulls out a walkie-talkie, the campaign had better be set during the 1970's or 1980's. These days, they have invisible microphone and ear pieces that people can talk into. You won't see the big wires going into people's ears that mark them(10).

Why not use cell phones? Maybe a little conference calling? These days, everyone is on a cell phone chatting or texting pretty much constantly, so it doesn't stand out.

Keep in mind that women are often better at following people than men. People generally feel less threatened when a woman follows them. Frumpy or plain women with comfortable walking shoes and large purses that can hold other bits of clothing to alter their appearance and presto - they're invisible.