"Hold it, men! He's not bluffing!"
I dunno about you guys, but for me, one of the most common game-crashing tricks my players tend to pull is grabbing an important bad guy and holding a knife to his throat or a gun to his head, calling out to his minions to drop their weapons. Now, I like the trope. It's just really hard to adjudicate in a roleplaying game, because it plays hell with the whole idea of initiative, and it basically means a lot of things happen at once. My last session ended on such a note, as the fight had started to drag, and we figured it was better to leave it on a cliffhanger than fight it out.
Now, I'm pretty sure this particular case I'll be able to handle through narrative roleplaying. Of three characters, one has been dropped, the other has fled, and the last succeeded on his Brawl check despite significant penalties, to grab the villain, brandishing his vibroknife just as more guards arrived. My plan is to have the villain offer a truce, and get the character to switch sides. Considering the character is a violent street thug Aggressor, there's a good chance he'll take the bait for the time being.
But let's consider how such a situation plays out mechanically. I called for a Brawl check, and stacked on extra setback dice, while ruling that the attack would cause no damage. He succeeded with some Threat, so "Yes! You definitely grabbed the guy and are threatening him with your blade as his guards burst in. I'm... not sure what that means exactly." The Brawl successes could add difficulty dice to any attack rolls against him, as he uses the villain as cover? I figure a Coercion roll is in order, or perhaps a Discipline check against the character's Coercion, one for the guards and one for the villain. Perhaps give it similar mechanics as a Fear check? What if combat continues? Should I reroll Initiative (in this case, yeah, since we'll be doing a whole new session)?
Does this ever come up for anyone else?