Once again, I must thank Shannon for prompting this set of ideas with her discussion of Outlast.
The chunk responsible is this:
I list it all out because it points out one of the main difficulties between translating any movement-oriented stealth game and that's the little detail of timing. It's tense running through a corridor only a few steps ahead from the bad guy and anxiously leaping up toward a vent. It's nerve-wracking when you crouch beside an open door, wondering whether you should walk out into the darkness or not.
Making a series of dice rolls that all use the same Athletics or Stealth skill is not tense. So we can't rely on that.
This got me thinking, how could you try to represent this? Well, it strikes me that a lot of tension boils down to uncertainty. You don’t know what will happen next, there’s a good chance it will be bad, but you don’t even know exactly how bad. The longer it lasts, the worse it tends to be. This is how people develop chronic stress. What happened to all these dead people? When will the thing you heard, but didn’t see, come back, if at all? Will that strange security guard over there see you creeping about? Did anyone hear you close that door? You’re nine-tenths of the way across the courtyard, can you make the last bit without being seen? And is that doorway you’re heading for even safe, or is the monster just waiting for you there..?
As such, I’m going to propose using a number of special GM dicepools here. First, though, I’m going to say that (unusually for me) I think in this case it probably is beneficial for most of what is going on to be hidden from the players, particularly all these dicepools. It creates uncertainty.
Also, I haven't run the numbers on these pools or anything, that's more Dan's gig. So these are more starting point concepts.