KISS (the concept not the hairmetal band) comes to mind.
Exactly. Long run this may prove to be to cumbersome in which case it isn't worth it.
1st playtest results:
I gave the players the basic info for how this would go down which, to paraphrase and clean up, was along the lines of:
"Using any of the three skills for an Extended Test, you can stay as a group and start asking around or you can split up and go in teams or individually to cover more ground. Everyone's hits go towards the skill-related threshold. The more of you making rolls, the faster you'll get the information. The longer it takes the greater chance of events happening in response to your asking around, which is represented by community's Extended Test that happens at each time interval for each of the three skills (if the skill is used)."
I described the three skills and the general possibilities of events that may arise from using each. The players decided to split up into three groups; Elven Shaman (Negotiation, and see below) and Elven gunslinger adept (just protection) in one group. Human technomancer (Negotiation) and Ork street sam (just protection, but see below) in another group. And the group's magician (Negotiation and see below), run as an NPC, in the third group.
The shaman, street samurai, and magician used Etiquette before setting out. The shaman got 4 hits, the street samurai 2, and the magician 1. The base setting for the community's social mod was prejudiced (-2 dice) to outsiders/non-orks-trolls or neutral (+0) to outsider orks-trolls. Since the shaman got over 3 hits, she raised her group from prejudiced to neutral. With one hit more more the other two groups didn't make it better...but didn't make it worse.
Since they were all using Negotiations it made it easy to keep track of (as well as showing that there's great motivation on the players' part to all use the same skill, especially Negotiation, which means the thresholds to get info should be much lower for using Con and Intimidation [faster payout for greater risk]).
The Technomancer throws me a curve ball (like any good player should) at tells me that before they set out he wants to hire a couple locals to help them. They already met a kid on the way out to the location through the role playing so they use him and a couple of friends (after a Negotiations test and an exchange of nuyen). Because they have guides now, I give each group +3 dice for their community Extended Tests.
I initially set the PC's Negotiation threshold, time interval at 12, 1 hour. For the community I used 6 Dice (to count hits) with a threshold of 5. But changed it so that at 5, 10, 15, etc. events would happen at greater 'weight' as each higher tier was reached. I didn't write up any actual events for this as I wanted to play it by ear and use it as an indicator for when a "random encounter" would happen.
First hour roll comes along and the PCs get 13 hits, the community 3. So immediately I see I set the PC threshold too low...as without this system I was planning on this taking a few hours minimum. So I just crossed out the 12 I wrote down and wrote 24 with a note that I need to work out how to deal with thresholds, especially if they go solo or if they go in groups.
Second hour; PCs get 9 more hits (22 total), and the community gets 7. So here I have the elves get attacked by a crammed-up young ork who's pissed to see some elves poking around. The gunslinger adept evades the ork's spiked 2x4 pretty easily and then kicks the ork a couple of times in the face, leaving him unconscious in the dirt. Also, since the PCs are getting so close to the (new) threshold, I have the people they encounter here "know some people who might know what they're looking for" and point them in that direction.
Third hour, PCs get 8 more hits (30 total, over threshold), and the community only gets 2 (9 total). So the PCs meet the NPCs with the info they need, interact with them on an individual (normal, not community) basis and with that succeeding they got the info they need to move on.
And through the rolls for each hour I'm describing the setting, general interactions, etc., and letting the players interject with ideas and additional things they wanted to do while there.
The "notes"
So the "overwatch score" path sounds good, Kiirnodel. By having multiple "thresholds" (sorry, can't think of a term yet for the tiered thresholds on the community's side) and just an accumulative XD6 roll for the community it simplifies it quite a bit. The GM can set a modifier to the D6 if they feel it's warranted.
Also, after play testing it, I think it's not a bad idea to set one threshold that all of the players are adding to, whether they use Con, Intimidation, or Negotiation. And for each player using Con give the community a +1 (so there about) to their D6 rolls, and a +2 (or so) for those using Intimidation. I'd prefer to have the three skills separated but only to help dictate the kind of reactions from the community, however it streamlines this system to roll them into one Extended Test (and greatly reduces the complexity of it all), and it's easy enough for the GM to decide, based on what skills the group are using, how the community reacts (and to which group).
So if we go after modeling based on Matrix OS, then I think a "standard" community roll of 2D6 is good (and can be adjusted based on size and interconnections, like you say Kiirnodel), with a tier between 10 to 15, which would depend on the community. 10 means they're more volatile (chance of hitting an event in the first interval), 15 if they're a more 'docile' community (as with no other modifiers to the roll it would take at least the second Extended Test interval for something to happen). Again, this becomes tiered, so if the base is 11 for the community, then at 11, 22, 33, etc., events are triggered with the nature of the events becoming more severe the higher it gets.
The nice thing here, is the Extended Test interval can be set according to the size of the "community," something like
1 hour: local neighborhood (several city blocks in size)
30 minutes: shopping mall, small business district, etc. (about a city block)
10 minutes: busy BTL den, etc. (a small apartment complex)
I like the glitch/critical glitch results you have, Kiirnodel as well as the options, especially the paying to keep people's mouths shut to add a negative modifier to the community's roll. And something like for every 3 hits on each individual player's roll, 1 is added to the community score.
So now for the players' threshold. The way it should play out is if the more players going on their own, spreading out, to get info, the short time it should take to get the info. [21.3 MP deleted by Fizzygoo] I'm over thinking here. Using the base descriptions of the Extended Test thresholds on SR5 pg 48 works and makes sense.
tl;drAfter reading the comments and having one play testing session, revising to:
When characters need to find information but lack the contacts with the knowledge, they can make a Community Legwork Extended Test. This represents the characters going into a neighborhood, communal area, or even a busy bar to subtly ask around. Characters can choose to use Con, Intimidation, and/or Negotiation for the test and the more characters that spread out to do so, the faster they can, hopefully, find the information they're looking for. Once they've hit the threshold, as determined by the GM, they've found what they needed (often in being introduced to the right person or group who will have their own terms and conditions for giving up the information).
Asking around is not without its dangers though, each interval for which the characters make their rolls, the community rolls 2D6 (plus any modifiers set by the GM) and adds the result to the Community Overwatch Score. The community has a COS Tier, usually between 10 to 15 as set by the GM. Every time the COS hits a tier, and event occurs. So if the Tier is set at 12, then when the COS hits 12, 24, 36, etc., and event happens.
Events are the results of news of the character's questioning reaching interested parties, which can run from the local gang to law enforcement to the family down the street thinking the PCs can, or should, help them out. The nature of the event is largely determined by what social skills the PCs use, using Con and Intimidation can lead to making enemies, while using Negotiation can lead to unexpected out of pocket expenses or even agreeing to work a side job.