Earlier I had posted ideas about how to handle Legwork and Investigation in a Montage Scene:
We Need a Montage.
This has been working great, if I say so myself. It's a way to get to the exciting parts faster for those that do not enjoy preparation or get analysis paralysis when taking on a run. It also gets players into a cinematic mindset before a Scene. I don't use it every time, because I enjoy that aspect of the game as well, but once every other session or at the start of each Contract Brief seems fine.
I was thinking of using a tweaked version of this method for other parts of the game that some find slow: Exploration and Infiltration (basically SR dungeon crawls).
Crawl MontageSteps for Stylized Exploration and Infiltration
1.
Threshold: GM sets a Threshold. Basically it is a target number for the players to hit in a sort of Extended Test. This may or may not be a secret from the players. They also set a Difficulty, which will act as the Opposing Dice Pool (see below).
2.
Tags: GM reveals Scene Tags, Scene Cues, and Scene Threats (such as a typical, appropriate mook).
3.
Tax: Players spend 1 Plot Point each to begin the Montage.
4.
Test: Players roll Strength + Willpower or Logic + Willpower (for Exploration); Agility + Willpower or Charisma + Willpower (for Infiltration). The Tests are opposed by the Difficulty rating and the players are ranked by net hits (lowest to highest).
5a.
Set-Up: The first player's net hits are counted toward the Threshold, they narrate their progress thus far, and they set-up the upcoming Encounter.
Alternatively a fixed number or variable (1d6 or 1d3) might be counted toward the Threshold.
5b.
Encounter: The players then have an encounter. It could be an RP, a Combat, a security feature, a physical obstacle, whatever is appropriate. The GM or Players may play Surprise Threat to add more danger if it is not exciting enough.
6.
Repeat: Repeat steps until all players have contributed a Narration, or until the Threshold is met and the goal is achieved. The goal might be to encounter the boss, find the paydata, locate the gang's hideout, etc. then the REAL Scene begins!
7.
Reward: GM may awards Plot Points for good Narrations.
Obviously this is not for everyone and not for every run. I have not even play tested this yet (I will on the 13th for one group and the 14th for another). I came up with it because I am running Boston Lockdown and the runners need to get to level 15 of the MIT&T Arcane Lab Pyramid and I don't want to map it out, I don't want to narrate each floor, I don't want the players to narrate getting to level 15 in one Turn, etc. It allows me to fill out the session whilst still allowing the players to be engaged with the pace of things and in choosing how they progress and share in developing the threats.
Edit: Alternatively, you can skip the Threshold concept and just go around the table once so everyone has a chance to narrate and set-up an encounter. In this case, you would not roll any opposing dice pool on their Test.
Edit: Allow those who test Exploration to gain +1 toward the Threshold but the GM narrates first; those who test Infiltration get to narrate first. Explorers push toward encounters with speed but not stealth. Infiltrators go slower but get the drop on the enemy.
Whatcha think?