More To Stealth Than Silence or Shadows

Whether you’re playing an epic high fantasy game, a gritty cyberpunk campaign, or a spooky horror game, chances are that characters are going to have to move around at some point or another with a great deal of stealth. They may have to sneak into a place, sneak around while in a place, sneak out, or whatever the campaign and story might have in store. The problem I’m finding is that, for whatever reason, players tend to think about “stealth” purely in terms of two things: being silent and being hidden. Because there’s a fixation on this relatively narrow definition of what stealth is, players tend to abandon any kind of subtle approach if their character or party happens to have a poor rating or score in those skills. This is a shame because there’s a lot interesting options that people often fail to consider that are just as stealthy or sneaky in their own way as remaining silent and hidden.

Clothes Make The Man

The disguise gambit, in my opinion, is a great example of being stealthy. Because in my mind, to be stealthy isn’t a matter of being unseen or unheard. It’s a matter of being ~unnoticed~. And one of the best ways to be unnoticed is to look, sound, and act like you belong in the place you’re at. Whether you’re dressed up as guards, crazed cultists, nobles, personal servants, businessmen, or whatever, disguises are a valuable option in the stealth toolbox. It often gets dismissed as being too cliche or hokey, which surprises me, because it can be really effective if done well. Not to mention a hell of a lot of fun as both a player and a GM. The tension of wondering if the next person you run across will see through your disguise and sound the alarm can make for some really exciting gaming.

There are some variations on the disguise gambit, like stuffing characters into boxes/barrels on a ship, hiding in a hay wagon, or whatever else might be appropriate for the setting and game. Regardless of what method is used, tt’s still all about looking like someone or something that doesn’t stand out and doesn’t attract unusual attention.

Location, Location, Location

It seems obvious and rather silly to say, but one thing that really needs to be said is that the best way not to get noticed is to be in places that people aren’t looking through. What this means, in practice, is that by avoiding the obvious and heavily trafficked entrances, exits, hallways, streets, and so forth, you can avoid a lot of the things that might call you out. Instead of trying walking along the streets of a hostile city, stick with the sewers, rooftops, or alleyways. Instead of trying to find a way through the front gate of a fortress, go over the wall or find a way to fly to the roof. Stick to service corridors and rooms instead of main hallways. It might not matter if you’re clattering around in plate mail or the clumsiest person ever so long as there are few people around to see or hear you.

Of course, sometimes it helps to be able to decide where people are looking and that’s where diversions come in to play. Setting a fire somewhere is a popular option because it works very well, but it could really be anything depending on the exact nature of the game or the scenario. It could be conjuring a giant illusion in the sky for a minute or two, it could be starting a fight nearby, it could be faked scream of panic, or it could be a very real body left in a strategic location. Regardless of the exact distraction, being able to direct where people are looking can go a long way in ensuring characters stay unnoticed.

Case The Joint

One way to help both of the above plans work better is to know as much about the place you’re sneaking around in the first place. It’s not necessarily a stealthy approach in and of itself, but it can make other methods more effective. Characters can learn such things as the layout of the building or buildings, the number and placement of guards, the existence of other defensive measures like guard animals or traps, points of entry or exit, and where any objects/persons of entry might be found. The benefits to this seem obvious, as knowing where to go, when to go, and what to look out for can make a situation considerably easier. Actually gaining the information is more difficult, but also adds the potential for fun roleplaying experiences as players bribe guards, infiltrate a location legally to gather intelligence for later illegal escapades, or try to find and gain access old libraries with architectural plans.

The Weakest Link

People are generally the weakest link in any given scenario and when sneaking around, that’s really no different. It’s an approach which can make other plans more effective or, in some cases, be a plan in and of itself. People can be bribed, charmed, or reasoned with. People can be threatened, blackmailed, stolen from, knocked out, or even killed. Even the best or tightest security or protection can be overcome if the people involved can be compromised. This may be something as simple as bribing a guard to leave a door unlocked or bluffing convincingly enough that people believe you’re the new servant that a nobleman hired for the ball. Or it can be something more complicated like spending weeks gaining the confidence of a high ranking cultist so you can infiltrate the cult or helping an infamous burglar cure his daughter’s illness so that he’ll spill the information on the castle’s secret passages.

The Good Old Fashioned Way, But Not The Only Way

Not every option I’ve just discussed is going to necessarily apply to a given scenario. A tomb full of undead probably isn’t going to have someone you can bribe to help make your trip through it easier. A fortress bristling with enemies might not be the easiest to bluff your way through with stolen uniforms. And no matter how hard you look, getting a map of a cave complex that’s full of kobolds might be impossible. There are going to be times like those where being quiet and sticking to the shadows are the best choice for being stealthy.

However, even in those cases, thinking outside the box might pay great dividends in terms of characters being more effective as well as players having fun at the table. Rather than looking at your character sheet and having it tell you “you’re no good at being stealthy” because your Stealth, Move Silently, or Hide score is poor, think about what being sneaky or stealthy means and how your can apply your characters strengths to it. Think outside the box and you might find your game improving for it.

3 thoughts on “More To Stealth Than Silence or Shadows

  1. And never forget the stealth potential of a really good distraction. Hiring merchants to shower gate guards in riches usually has them turn a blind eye to the PCs entering a city unnoticed.

  2. Clipboards are your friend (maybe not in fantasy RPGs, though). I do the occasional spot of urban exploring and if I store my camera out of sight and hold a clipboard, no-one ever asks me whether I really have any business walking around the area.

  3. T-Dubs: Quite right. Distractions are a great tactic even if you’re not sneaking around because it thins out some areas of people and causes confusion, but if you are being stealthy it helps you focus attention where you aren’t.

    Jennifer: That’s a very good point. It comes up in a lot of fiction that if you look and act like you should be there (wherever there may be), people will assume that you’re legit. A clipboard just helps reinforce that. Maybe in a fantasy setting, it could be one PC going around pretending to study and inspect things with another PC following along with a quill and parchment pretending to take notes.

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