There are some games designed for a very episodic gameplay.
Examples are like Sprawl, Monster of the Week:
You are in place A, doing a job, after job is done characters enter the void and we see them in place B doing another job.
As storygamers me and my friends love character stories, personal plots of something happening to character friends and rivals and organisations. Unless those people appear on the job, characters have no opportunity to interact with them.
Yes we could start playing in those moments but that would make the game design invalid because said games are about doing the job, but ⦠the character background sometimes demands and really needs more attention.
Short example: Initiate learns that there is a spy in his Sect and unless the Monster hunt takes place around his Sect HQ he cannot do anything about it.
With Forged in the Dark games the problem is also present but slightly different. This games give us the āfree playā but are notorious bad about telling us what should happen there and with action rolls designed to start a snowball effect as soon as you start rolling the dice you start a snowball of problem in free-play, you burn stress to avoid that then you are with nothing left for the heist, but the game is about doing the heist yes?
Short example: We went to make a contact and get a job, we had to deal with difficulties about getting to the contact, one of us had to take level3 harm before the job started (he knowingly pushed the difficulty of the roll to desperate for a great effect).
So here is my question.
How do you deal with lack of continuity in heist games?
Love letters, custom moves, narrating the scenes with no dice?