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Who dipped me?
I didn't see it but I know they robbed me!

This was a topic brought up in another thread but I didn't want to take that thread further off topic. For reference though:

https://sindome.org/bgbb/game-discussion/ideas/sleaze-sneak-counterpart-2958/

On the one hand, some suggest that in order to know a dip dipped you, you have to receive the game's messaging saying you noticed it. Others suggest that they think it's fine to just assume based on which named characters they've seen and how they acted between last knowing the thing was there and realizing it is now gone.

I personally think it's a mix of the two. Like a lot of things it,s shades of gray in my eyes.How I try and approach it:

Consider ambient population. If you 'l direction' you get a message about how much ambient population is in that direction. It can range from bustling to nobody.

If I am in a room with no ambient population and know I have my flashlight, someone comes in then leaves and I no longer have my flashlight, I think it's fair to assume they took it. From the PC's perspective the field is severely limited. I might very well be wrong in my assumption but I see no reason why I couldn't assume.

Outside of this, however, I would do my best to have my PC remain ignorant should they notice things missing. If my character entered any room with ambient population between the time I knew I had the flashlight and the time I notice it missing, I will have my PC be clueless. Even if they only encountered one named character. I do this because there were many, many other people about so ICly I don't think my character has reason to suspect the named character specifically.

But what if I saw that named character was hiding or in a poncho? Well, I still try and keep my PC ignorant. Ponchos abound and plenty of people in a dangerous city will try and go unnoticed. I personally feel my PC doesn't have enough to go on.

At the same time, players can have their PCs make any assumptions they want really. While I am sure there are some very outlandish cases where GMs will get involved and slap someone's wrist for this kind of thing, staff has chosen to largely remove themselves from the question of IDing people. While I have seen reminders about small worlding, it gets fuzzy when it comes to IDing characters and I wouldn't want to trust to this for protecting my character's identity.

I would say, however, that this assuming can go very wrong. I've seen it happen on many occasions. I once watched a pair of PCs go from close friends to hated enemies over an item stolen by an unseen third party. Just because one chose to assume their friend did it. Even though they had been very crowded places and it could have been anyone.

That's my take on this one. I'd be curious to know what others think on the matter of assumptions, stealth, disguise and ambient population.

"If I am in a room with no ambient population and know I have my flashlight, someone comes in then leaves and I no longer have my flashlight, I think it's fair to assume they took it. From the PC's perspective the field is severely limited. I might very well be wrong in my assumption but I see no reason why I couldn't assume."

There are a lot of situations where players and characters can (and will) have different information and make different decisions, and where the line between the two is is often not clear and remains up to players to decide. Certainly players can do whatever they like in these situations since there is no policing of identification, players can be entirely metagaming or entirely playing to their character and it's up to them.

Should they though? Well, possibly not.

In this very specific scenario there is actually an additional bit of meta information for a player to consider when transposing what they think they know, onto what their character knows, which is that in this situation (and a few other types with similar 'do I know' checks) the player themselves knows their character has just failed a skill check to be aware of what happened.

Say for a moment that the game worked differently and there was no hidden skill checks, that the game was explicit to the player what their character had failed at and they see 'X stole Y from you, but your character didn't notice it'. In that scenario it would be much more obvious when a player decides to override what their character knows in favour of what they know and says instead 'well actually I am choosing to notice it' and plays based on that.

I think it is more clear in that context how sometimes players can push the boundaries of what their character should really be aware of, despite what the game is telling them. This is likewise often true of players complaints about characters being able to stealth into locked rooms alongside them, which are usually presented as 'but I would know if someone was coming through a doorway with me, or someone was in a small room with me'... but of course their characters didn't know, because they didn't have the stats or skills to know, but the player nonetheless feels they the player should not be constrained by those limitations.

It is not easy to learn to limit playing abilities, especially ones we feel we've earned through hard work and dedication and experience, to play to stat limitations that constrict those abilities, especially when those abilities involve meta understanding or meta knowledge of the game and its players. At one time identifying someone for a plot purpose was a major triumph to me as a player, now it is often trivial. A one time identification of a character whose player I could recognize in my sleep is pretty much the worst thing I ever did as a player and I've regretted it ever afterwards. I am almost always trying to ignore now what I know as a player, because what does it really do but mess up someone's earned success?

Eventually it's no real win to deduce something that happened, and who was responsible. And there are plenty of scenarios where there is no skill check about what you can and can't know about players to act as guidance so it's really entirely up to player discretion about what they should do, but I think it's best practice to at least make the attempt to limit themselves to the constraints of their characters and not rationalize exceptions.

I'll just say this; if you don't want to be suspected, don't be suspicious. Succeeding your stealth or pickpocket checks does not excuse you from being shady. Metagaming about who has what skills or whatever is obviously just that, metagaming, but seeing a shroud act shady and assuming they are why your shit is missing is totally reasonable to me.
That's one way to view it I suppose, but I think players (especially new players) should keep in mind we're all suspicious. We know we're playing a somewhat competitive, adversarial game with hostile actions and there is only ever maybe active 1 to 8 players in proximity in the busiest situations.

It is certainly an elegant skill of the very best and most experienced players to be able to veil their intentions and actions even from other players, to create disguises that no one can even suspect might be a disguise, to do something invisibly even under the microscope of a tiny world that is constantly watching.

Should that be the minimum standard for someone to succeed? I don't think so myself, and I think many players would be surprised to know how many times their successes relied on someone else deciding they didn't know something.

if you don't want to be suspected, don't be suspicious. Succeeding your stealth or pickpocket checks does not excuse you from being shady.

What do you mean by being suspicious or being shady? Is the very act of wearing a poncho/hood or sneaking/hiding enough in your opinion? Or do you mean the way someone talks/emotes/poses? I'm sure the answer isn't simple or black and white but I have a hard time imagining what you mean here. Would you be willing to give and example?

I think it should be acknowledged that disguises are used because people don't want their identity to be clear and that is inherently suspicious. You can explain that away in a million different ways, but it is nonetheless a suspicious act in comparison to the baseline of showing your face. Yes, there can be a lot of hooded people and shrouded people in Red, because it is the most criminal sector and there are a lot of people with enemies, and sometimes that's just why people are disguised. If you want to be disguised without people wondering why you don't want to show your face, invest in the disguise skill enough to present alternate personas instead of demanding others look the other way on principle.

In so many words: being reasonably suspicious of disguised people isn't meta, assuming their real identity is meta. Killing every shroud you see isn't reasonable, but considering them as suspects for the Bad Things happening certainly is.

Scenario One: You are a local crime boss. You have way too many enemies to count. People want to kill you just about every time you show your face outside. You notice there's a shrouded individual standing outside your apartment/office/wherever, and that they've stayed there for quite some time. Is it smallworlding to be understandably paranoid that they're waiting to kill you? Nine times out of ten, that's an NPC memento, but I've seen plenty of players roleplay their paranoia (knowingly or unknowingly) and hire a solo to evict the loitering individual (with words, first, and then wrestling or beatings later, not just a cold-blooded bushwhack and necksnap). Maybe they really were just standing there because they wanted to, maybe they were waiting for a friend, but they were just in the wrong place at the wrong time, and that's just how life is in Red sometimes.

Scenario Two: This is what started the argument in the previous thread. You are in a bar chatting with your friends. You notice a shroud come in. No big deal. Shroud says nothing, doesn't seem to interact with anyone, and then suddenly disappears. You didn't even see them leave. Considering you were aware enough to notice them enter, is it not suspicious that you couldn't even notice that they were leaving? Is it not suspicious that they didn't even seem to interact with anyone or order a drink? Even if you explain it away as something completely thematic, such as a solo swinging by to silently scan the crowd for a mark (which does happen as well) it is still suspicious behavior compared to the baseline of coming to social places for social interactions and drinks

For the Mixer Math to follow, you have Bad Things plus Suspicious People equals Assumptions. You might have just swung by to check out the crowd for a mark as a solo, but if someone notices that their shit is missing, they could very well assume your shady ass is the pickpocket and try to follow you. Or, maybe you did steal their shit, and instead of acting cool, you acted shady, and now they're wondering who that shrouded hulking femboy was. In my opinon, that's on you for being shady.

Thanks for explaining in more detail. I won't claim to agree with you on every point but I certainly respect your take on things. Even if I completely disagreed (which I don't) , it's not my place to declare things 'right' or 'wrong' here. :)

I think it's fine to assume that you notice a named character in a poncho more than you notice the three others in the ambient crowd. The game says you see them by explicitly telling you you see them. They stand out or the game wouldn't point them out. I do tend to try and not make a big deal of it until they do more than exist as a person in a shroud but I agree it can depend on a lot of factors. Like, does your character have reason to think they are being hunted? Are they loitering? Are you in hostile territory?

There was one part I have a hard time with, and I'm not saying your take is wrong. I just have a hard time explaining this in a way that adds up in my own head.

is it not suspicious that you couldn't even notice that they were leaving?

How does one notice that they didn't notice something? I know we OOCly notice that our PC didn't notice something but would a person ICly be aware that they didn't see/hear/notice a thing? My personal take is that people don't notice the things they don't notice so I have my characters act accordingly as best as I can.

But I am very curious how you see this Batko. How do you, from the IC perspective of your character, notice you don't notice something? Is this something you've experienced IRL?

'X stole Y from you, but your character didn't notice it'

I think this is very interesting. I've never considered it but maybe it would be easier for players to know what things they can assume their characters do and don't notice if the game explicitly stated it instead of just not mentioning it. I've never considered this angle before!

Regarding my question to Batko, I did come up with one scenario so far that works...

Someone comes in. I see they came in. I go to look at them. I can't find them anywhere. Where did they go? I just saw them a moment ago?

I think when this happens I would think things like...

Are they lost in the crowd? Did they leave while I glanced left for half a moment and I not notice?

I'm not sure I'd immediately assume they were suspicious but I do not live in an environment like our SD characters live in so I can't say if I might think differently in those circumstances.

How does one notice that they didn't notice something? I know we OOCly notice that our PC didn't notice something but would a person ICly be aware that they didn't see/hear/notice a thing? My personal take is that people don't notice the things they don't notice so I have my characters act accordingly as best as I can.

I understand that can be difficult to wrap your head around when thinking about it from a text standpoint, but if you've ever been talking to someone in real life, not looking directly at them, just to turn around and see that they're gone, you could likely understand what I mean. You can notice you didn't notice something, by realizing something has changed without your direct observation of it. Depending on the situation, it can be quite startling. Just as you can notice someone was standing there without you having seen them move into that position, you can notice they've left that position without you having seen them leave.

And, yes, it can be reasonable to think that they got lost in a crowd (however, not every bar in Red is always [CROWDED]) or that you simply didn't catch it, but the fact that you did see them enter in the first place should be enough to give you some indication that it is strange that you didn't spot them leaving.

It can backfire just as much as it helps. Maybe they never left in the first place and they are simply hiding, and you go looking for them like an idiot, leaving them in the bar holding your wallet. Or maybe you assume they're hiding and you waste all your time searching the room and they're already half way to the next bar.

I guess that, for me, it comes down to the situation as it so often does.

If I was talking to them and poof, they're gone, for sure I get noticing that. But If I say them come in, looked at them chatted with two other people then eventually noticed they were gone, I'd personally be tempted to have my PC not take any special notice of it.

Now that I think of it, I kind of want to examine the room descriptions to see if places like bars/clubs mention people coming and going regularly. If it's assumed that there is a flow coming and going then I would once again be more inclined not to notice not noticing them depart or hide. Was probably one of the many in the flow and my PC just didn't take note.

I think that, for me, a few takeaways so far are:

1. It's almost always very situational to me. Sometimes it makes sense to notice and assume, sometimes less so.

2. I'm not ever going to be comfortable telling someone that their character should not notice something the game says they see. Or force them to see/hear things the game doesn't say is happening.

3. Assumptions are a character's prerogative but they can do as much harm as good. As they should.

"...being reasonably suspicious of disguised people isn't meta, assuming their real identity is meta..."

No, this is not the case, this is just the element that so many combatant player characters tend to argue about between themselves. Metagaming is player's understanding of how the game works, transposed upon a character to create (usually advantageous) outcomes that wouldn't have occurred from in-world understanding. Because the game world is necessarily so much simpler and easier to analyze than the setting it is emulating, this meta understanding can be extremely powerful and creates an opportunity for players to make their characters (regardless of how actually intelligence or perceptive they are) impossibly insightful, and analytical, and deductive.

"You are a local crime boss. You have way too many enemies to count. People want to kill you just about every time you show your face outside. You notice there's a shrouded individual standing outside your apartment/office/wherever, and that they've stayed there for quite some time. Is it smallworlding to be understandably paranoid that they're waiting to kill you?"

Yes, actually. I can only see these scenarios as representative of a breakdown between character and player, where the threats against a character become threats against a player's own self, and the player's wants and understanding and awareness becomes the character's in turn. Everything the game tells a player is not something a character sees, knows, or could reasonably parse, and players trying to extract advantages in this way is inevitably going to lead to bad overall outcomes for the game as a whole in my opinion. Is this approach to the game permitted? Yes. Would this almost certainly lead to inter-player drama and stagnation and characters being isolated from the roleplaying ecosystem out of pressures to win and avoid any loss? Also yes.

There's nothing to grasp at and protect, there is no win, it's all pretend. The maximal effort of every player interpreting everything they're given to attain advantages or protect against slights is not going to create an atmosphere of good roleplaying.

For the 'are shrouds suspicious' conversation, I'd take the IC training on this one:

A shroud by itself isn't suspicious. A shroud behaving suspiciously is suspicious.

And suspicious behavior in a shroud is amplified or lessened depending on sector. What's suspicious on Green (walking around an apartment area with a shroud on, seemingly following someone specific for a length with some other factors thrown in), isn't all that suspicious on Gold and is going to be even less suspicious on Red. Because you increase the ambient number of ponchos and hoods there as well as decrease the sector security each level you go down, while the overall population rises.

Also I think we need to step away from the overall thought of 'disguises are used because they don't want their face recognized and that's inherently suspicious' (I didn't pull the direct quote, sorry if it's different, I had this reply copied to paste and didn't want to lose it and I'm in a rush). Wigs and contacts exist to hide faces and are part of the disguise system, and for a long time we had to go through a whole period of people across all sectors trying to use wigs and contacts as a reason to say someone is up to no good. Wigs and contacts are disguise items, yes, we know that on an OOC level that they help bump the disguise score. But in a world built on looks and aesthetic, millions of people are going to be wearing contacts or wigs at one point just for the look. I'd really like us not to go back to people thinking someone wearing contacts (how would you even know if you don't know them???) means someone needs questioned or is a problem.

To reply to Crash: I agree about wigs, I generally meant that about face-hiding disguises. In my post I point out that if you want people to not wonder why you are disguised, who you're hiding from, who you're trying to screw over, you should be investing in Disguise significantly enough to be using the appropriate disguises to present an alternative persona instead of being a shady poncho.
The problem with IC training, in my opinion, is that it's almost entirely the opinions of IC characters who all have a slant. Even NPCs, though controlled by staff, have their own agendas and biases. I honestly feel people give way too much value to IC opinions, especially that of PCs who represent a tiny subset of the population but are given a ton more weight.

If an IC source told my character something wasn't suspicious, should be a certain way or is a certain way, my character would strongly question the motivations of that source. I personally find IC sources the lest reliable regarding how the in game world is!

We could go back to all identity obscuring objects are illegal objects topside sectors if you want.

Sometimes ic training is absolutely a boon to the game and to stop metaing/smallworlding.

I think if you spoke to players who are consistent users of shrouds or other like minded objects, changes last year opened up opportunities and made behavior more normal which is healthier longterm for the game. And that came from an ic change and training.

It's a little funny and also problematic if shrouds on Gold bars are getting less suspicion thrown their way than the same identical scenarios in Red.

The point of my posts and bringing up ic training on this was basically to boil down: shrouds existing aren't suspicious in basically all common sectors. They have to be doing suspicious behavior to be suspicious. It's a good method to live by so not to smallworld and meta, and I think that decision by staff has helped improve stuff for shady characters.
Absolutely, the mere existence of disguise objects are not an excuse for players to start trying to pierce the veil and use their game knowledge to get a 'win' over someone. If anything veteran players and staff should be setting the example that the opposite is true: What can we do to enable something that is otherwise difficult because it's so typically something players will sabotage if given half a chance.

Players can make any excuse to themselves why something could have been construed as suspicious to them to justify their actions, because we fundamentally know that everyone is being encouraged to create conflict between one another. There is always a reason to strangle things in the crib rather than let them play out but that doesn't make for interesting storytelling beyond 'I won a lot and then got bored'.