This afternoon, I ran Steven (my younger) and my friends Denis and Charles through a stealth/subterfuge infiltration mission with Missions & Mayhem. Well, first we needed to update Charles and Denis' Heroes to the new rules. That went pretty well, with minimal fuss and only a few things fudged to match what came before to what they have now.
The rules worked well. They were simple for me to run, with minimal referencing to the rules (they're written by me, but in flux so my mental model of the game doesn't always update to my latest ideas). The new proficiency system (2d4/2d6/2d8) was simple and easy for them to grasp, and very easy to implement in play. Yes, it is basically a skill system. But it's independent of class/level for its power growth, and it's limited to just the three levels.
The new version of the "I know a guy" rules came into play, and worked in the group's favor so they were happy with that. In this case, they decided to pose as OSHA inspectors, and Steven's "I know a guy" roll showed that his hero did know a guy who could get them OSHA uniforms. A bit of forgery here, paying to have the rich hero's helicopter (Charles's) decorated with OSHA livery there, a little shopping, and they were set for their mission.
A few things did come up in play that either hadn't been addressed yet, or I'd dropped from the rules. In particular at the end of the mission, they noticed the hidden security camera only AFTER they'd hacked the computer system. But their cover wasn't yet blown so they decided on a quick retreat rather than deal with that. In a campaign, this is the sort of thing that would bring them heat. At the moment, I've dropped the "wanted status" but the players today seemed to think it should come back.
We also discussed a few ways to make it work. For one thing, they suggested that random encounter chances could be pegged to a character's (or group's) wanted status. Every few game hours, or once per scene/setting, roll to see if someone recognizes the wanted PC and alerts the authorities. I'd need to work out how that system plays out, something I hadn't finalized before dropping the original idea.
To complete it, I'll need to decide exactly what sorts of complications might arise from being wanted, how likely they are to occur, what are the effects of each possible complication, and what players can do to lower their heat.
There was hardly any combat this session. The manager in the office was already suspicious of them, and when they came in to "monitor the computer system for safety reasons" he wouldn't buy their story. So they tasered him. While he was out, they hacked the computer and got the information they were after.
Which reminds me, the computer hacking rules worked OK, but I think I need to increase the chances of automated responses to actions while hacking. Most of the actions have low percentages, and there weren't any reactions or complications from the hack. To spice things up, I need to bump them up a bit. Not too much, or no one will try hacking.
The important thing is, the entire hack was quick, and the other players weren't bored while it happened. So that's a success.
My take-away: The basic combat rules are good. The proficiency system is good. Most of the resolution mechanics are easy to run. I need to tinker with a few probabilities and add/refine a few systems.
We also leveled up everyone's heroes to 3rd level. Charles stuck with Fast Hero 3, but Denis multiclassed into Strong 2/Tough 1. Steven decided to do the changes later, but he will go Fast 2/Smart 1. Charles was a little confused by getting both a talent from his class, and a free proficiency slot from being 3rd character level, but we got that sorted quickly. Denis leveled up with no problem, but a complaint. When he rolled for hit points, the die slipped when he picked it up. It was a 2. I saw that it obviously slipped from his hand, so I let him re-roll it. He got a 1.
Next time, I will run a combat heavy mission, in order to test out some of the more advanced combat rules (the autofire rules, explosives, etc.). We expect some or all of the heroes to die, but since it's a play test not a regular campaign, they'll resurrect if that happens. Charles didn't roll very well for hit points either, so they're all feeling a bit uneasy about a heavy combat mission. Should be fun!

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