So, in lots of video games that are trying to handle firefights in a tactical manner, such as SEAL Team, the original Ghost Recon, and many others like it, an important gameplay consideration is which way your troops are facing. Basically, the game is set up so that if a NPC runs into the field of view of another NPC who is stationary visually covering a certain area or direction, the incoming NPC is likely to be killed by the stationary NPC. If a NPC is approached by another NPC while facing away from the approaching NPC, the approaching NPC is highly likely to kill the stationary NPC since he did not enter the stationary NPC's field of vision. Therefore, an important part of these games is often having your NPCs waiting and facing the right directions to be able to eliminate enemy NPCs who approach.
However, in many RPGs like Shadowrun, there aren't really specific rules for having a field of vision. There's perception tests, and TN modifiers to hear and see things, but it actually seems like the whole question of who gets to shoot whom first is mostly decided by the initiative roll. If I have wired III in SR3 or SR2 rules I will probably get to act first against any non-wired NPCs who approach me and the rules don't really deal explicitly with how to handle if the NPC runs up in front of me versus if he runs up behind me.
Does that make for a better or worse gameplay experience; does it detract from tactics in favor of number crunching? Is it possible or desirable or even realistic to have a "Ghost Recon Field of View" mechanic in a game if you wanted to be simulationistic? As a GM, how would you handle Wired Reflexes III versus normal goon based on whether the goon was approaching in front of the wired person or behind the wired person?
Now don't take this the wrong way, but go play GURPS. It has all that. I even has non mechical suggestions for how to choice what rules to run when. It's a great system. The rules for SR though.... not so much. I see played SR as a way to wonder the 6th world. All I feel I can ask for from the mechanics is that it models the fluff, I would love more, but eh I don't think I'm going to get that. IMO IPs are about as big an advantage as I think they should be so I'm happy with it.
Specifically about the field of view thing, I just don't think SR4 is up to it.
Man I keep coming thisclose to doing a GURPS write up
You want to represent sneaking up behind someone? Mook A decides, I'm gonna sneak up behind that stationary sam looking away from me. Sam gets -2 for distracted. Perception vs infiltration. The guy succeeds, sam gets to eat a surprise round. The sam succeeds, he can turn and fire at the guy.
SR doesn't have the "if hes behind you there is no chance to notice him unless you just happen to decide to turn around" syndrome.
SR4 (and maybe previous editions too, I can't remember) somehow handles this: in combat the GM is supposed to give a simple description of what the character sees. If the player wants more detail, or if he needs to perceive more (such as someone approaching from outside his F.O.V) he'll have to spend a simple action to be able to roll his perception test.
Since the PC is unable to defend against an attack he's not aware of, he'd better take cover and often spend actions to look around (or have his teammates/drones/whatever cover other directions).
Field of vision descriptions really aren't easy to add to play in any sort of tactical sense without introducing miniatures, maps, yadda yadda yadda. Some games are built with stuff like "facing" in mind, some games aren't. Shadowrun's in the "aren't" category.
I'd like to point out that static fields of view are rare as most people look around themselves with somewhat regularity (at least if they have enough paranoia sense to remain a runner for long.)
Also, humans (and meta's too I'm assuming) have fairly decent perphrial vision. Most games with a field of view mechanic seem to assume a fairly narrow field of view from my experience.
Oh yeah forgot that SR1-3 could take this into account with the combat pool: the more you spend on shooting, the less you can spend on dodging, which could indicate that you're focused on shooting instead of looking around for threats.
Miniatures/maps are the only way to game this. But even *if* the character is positioned to be facing in a given direction, the ref should give perception tests to notice threats. The modifiers on those tests might mean they don't succeed, but the dice should get thrown. If someone says, "I'm holding my action, ready to pop that guy if he comes up from behind that isolated piece of cover he dived behind," then they should have a larger negative modifier than if they are just covering a particular arc and the threat is from a different direction. If they're firing and relying on hearing someone sneaking up behind them, there should be a large negative modifier.
Combat should be well-described, as in *definitively*, so that people know their tactical options and limitations, or it should be fast and loose and just use the dice to decide.
As Critias said, there are no built-in facing rules, but it's not that hard to "fake them", just give a character covering an area a +3 to perception rolls for events coming from that area and -3 for events coming from other area...
If you want, you can also apply this to non perception rolls, like defense rolls, but I'm not sure this is a good idea with respect to ease of play...
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