Hmm...I'm had some trouble picturing how the Con man works. But, recently, I've been exposed to a wonderful little game that indirectly inspired an example. I take an example of a situation that requires stealth, and then try to extrapolate how all three classes would handle it.
Just recently, I had a chance to play the SNES title: "Tiny Toons Adventures: Buster Busts Loose!" And in that game is a mini-game called "Babs, find your friends."
It involves Babs Bunny breaking into Elmyra's surprisingly labyrinthine house and freeing all of her animal abuse victims from their pins without getting caught. I love it because its fun to enter the bonus game password and just play the minigame by itself (although for extra challenge. I lower the difficulty to "Children" which raises the time to 60...and then I try to outlast the clock), but also because its about the cutest damn thing ever.
I mean, just look at her winding up:
http://img853.imageshack.us/img853/1117/babsstart.png
and when she gets caught:
http://img716.imageshack.us/img716/8821/babsend.png
Babs: *defeated sigh*
Elmyra: *contented sigh*
Ahem. But anyway, back on topic.
Babs breaking in and to rescue her friends is closer to a sneak tactic. She is already trying to avoid being seen by the TORPEDO that is Elmyra, and even because of the bird's-eye camera view in the mini-game, she is able to see through the walls (but she is unable to look down a long coridoor and therefore is unfortunately very near-sighted), so if she had room to maneuver and the ability to STOP and wait for the right time to move, I'd almost say "Babs, find your friends" is a perfect example of Sneak-Babs albeit in a very limited microcosm of gameplay.
Spy-Babs on the other hand can simply wear a disguise. Probably hiding her ears under a hat and pretending to be human. Probably a specific human to odds of being invited into Elmyra's home and allowed to get to the animals. Done a thousand times in the cartoon, and since its freaking Elmyra, "Blend" probably doesn't even have to be all that high, but for game purposes, if something knocked Babs' hat off and unfurled her ears, the jig is probably up.
Con-Babs would probably (and I'll explain why at the end of the post) not disguise herself, nor would she be skulking around looking like she was trying to avoid being seen (again, I'll explain my logic on this at the bottom), but would just walk right up to Elmyra. As herself. Floppy ears plainly in sight. And just when Elmyra sees her, she says "Hi!" in a disarming manner (or at least, she starts negotiations once Elmyra has calmed down enough to release her from her death grip. A fuzzy critter going the Conman route versus Elmyra has certain occupational hazards...) and starts tells Elmyra that she actually wants to talk to her. And those begins some elaborate ruse to disarm Elmyra into not only not immediately tackle-capturing Babs but also in making her think that the bunny isn't a threat to her already existing-collection of captured anthropomorphized animals.
This brings up an interest idea for Conmen: The ability to pick a ploy to tell your victim. I've come up with a few for Con-Babs:
1-"Greetings, Ms. Duff. Can I have a moment of your time? If we work together, I could help lure a lot of adorable creatures to your house, and you could catch them all. And I'm willing to do this if you make it...worth my while. Are you interested?" (We'll call this the "Mercenary ploy." I suppose I could make an alternate route and make it sound like Babs is doing it not out of greed but out of spite and vengeance for some Tiny Toons who wronged her and call that variant "Hell-Hath-no-Fury ploy.")
2-"Hi! Oh, don't get up. I plan on staying. Yes, you heard right. IF the living conditions please me, of course. First, you must keep stocked with this specific brand of chocolate-covered carrot. Second, I insist on taking a look at where I'll be staying...actually, why don't we do that right now?" (Well call this the "Spoiled Princess ploy.")
3-"Um, hello. I came because...because you captured a friend of mine, and I have something really important to tell him about his poor, sick mother! I'd like to ask, could I see him, please?" *Bambi eyes* (We'll call this the "Pity ploy.")
Each of these ploys are dialogue options that are trying to create different kinds of relationships between the Conman and the Guard, every single of them predicated on a lie. Now, depending on which lie you choose, it will affect the rest of the mission (because telling every single guard a different story, its probably in the Conman's best interests to avoid changing it.)
Affect it how, you ask? Well... okay, first of all, what I'm about to say kind of falls apart since we are talking about Elmyra Duff, and not, say, somebody with a BRAIN. However, let's just ignore that for now since the actual stealth game in question is unlikely to be Tiny Toons themed.
0) All ploys would provide a kind of "Blend" stat. Perhaps called a "Credibility" or "Alibi" stat. Like the spy, the conman probably would be given the benefit of the doubt for suspicious actions IF the right context was provided. Unlike a spy in a disguise, the conman doesn't automatically "belong" and simply can not take a whole lot of suspicion thrown on him, because the guards already WERE suspicious of him before his lie deflected that suspicion. However, depending on your lie, certain activities will cause "Credibility" to drop much faster than they would otherwise. Also, in Babs' case, let's assume that the animal cages and the keys are in annoyingly different places, or that how to sneak the animals out really quickly is an issue, so Babs has a reason to poke around the house and figure that out.
1) The Mercenary Ploy would let Babs be seen as a "partner" by Elmyra and give her a lot of freedom to just wonder around her fortress....er...suburban house (this metaphor is breaking apart at the seams! Better hurry it up!), and Babs can probably actually come and go as she pleases until Elmyra gets suspicious or impatient (which, for this particular scenario, is pretty awesome. For other, less weird scenarios, one might hope that'd be a given.) but since Babs is Acting like a rather untrustworthy individual, that puts pressure on the question of "Do I trust this slick-talking person?" If Babs starts fiddling with the locks, or perhaps even going near the cages when she doesn't have a reason to, Elmyra might have less patience for that kind of behavior with this ploy because she starts to suspect that a partner in crime falling into her lap WAS too good to be true.
If someone IS going to betray you, this is the kind of lie most people would expect that they would use, after all.
2) The Spoiled Princess Ploy (AKA the ploy with the creepy, Stockholm-y subtext) gives Babs some leeway to inspect the cages and possibly even send Elmyra away on some hobby or another. Now, Elmyra has no obligation not to just throw Con-Babs into the first empty cage they come to (What's that? Society and Ethical obligations to not engage in kidnapping? This is Elmyra we're talking about here, THOSE obligations aren't even on her radar.), but this ploy relies entirely on how unique the situation is. For once, the "cuddly-wuddly hippity-hop" isn't trying to run away and will stay willing if Elmyra can just impress her. Hence, instead of the question being "How far do I trust Babs" it becomes "What do I do to impress her." On the other hand, this ploy is all kinds of risky and its just a matter of time before Elmyra runs out of patience or Babs gets a little too plainly shocked that Elmyra did in fact have a gilded cage to keep coming up with demands to justify her not voluntarily getting into said Gilded cage already... Also, Babs has very less leeway to poke around every corner of the house than Merc-Babs, although if Elmyra comes back from the fridge with the snack Babs asked for, Babs might get chided and dragged back, but not immediately suspected of doing any wrongdoing.
3) The Pity Ploy appeals to Elmyra's better nature (which is to say, it pulls on the heart strings that aren't connected to the "Kidnapping Talking Animals and Carelessly Bouncing Them Around is a Very Big No-No!" part that simply isn't there), and lets Babs get to see the other animals (and possibly even learn of some she wasn't aware of, if she plays her cards right), and might even get some privacy. Possibly even allowing her to liberate one animal (her "friend", whose mother might be dying. Wow, this is also the heaviest ploy) for free. Or...if she can't manage that, maybe exchange herself for that prisoner's freedom? Awfully self-sacrificial for a player to do, but if the captive Babs chooses to free is a high level Sneak-type, it might not matter whether or not Babs can free the others herself or even gets herself caught if he could come back and liberate everyone, including Babs. That would be an interesting "Victory in Defeat" twist that I'm not certain has ever happened in any game before. Of course, if deferring the rescue to someone else isn't an issue, the fact that Babs is limited to one prison visit and has NO excuse to poke around the house (if she's caught in any room ASIDE from the one with the captives, she'll be busted on the spot) might actually make this ploy difficult unto implausibility to rescue EVERYONE...but if Babs can talk Elmyra into letting her leave, she can try again...somehow.
Given what I've just come up with, I'd think that available Conmen ploys per mission would have to be custom made for the mission in question (increasing the chances of the game being shorter than one might've hoped) unless missions in the game are very, very similar.
CLASSES...OR TACTICS?:
I mentioned I was getting to this, and here it is! Some people have talked about how these ideas shouldn't be classes, but different skills of the same character. Here's why I think that wouldn't work:
I think we've been doing that for thief characters for a while now. In tabletop games more than video games, but that's what a "rogue" generally does. Sneaking. Disguising. AND being a Diplomancer/Uber Liar. And tack combat skills including super-deadly sneak attacks so that every thief is basically also an assassin. So Yahtzee's game is more about making higher quality gameplay that focuses on having these three noncombat skills live up to their fullest potential, because the game develop now has to worry about them being a Sneak, Spy, OR Conman!
But, also...it makes SENSE why you can't switch from Spying to Conning.
Going back to our example, if you are Babs faced with this situation, and you are determined to save the other Tiny Toons from Elmyra's evil clutches, then you need make a very big decision on the MACRO LEVEL:
Con-Babs will try to win Elmyra's trust. Spy-Babs will know that she doesn't have Elmyra's trust per se, but she will wear a disguise that says "Nothing interesting here. I'm just part of the background" so Elmyra doesn't even think about questions of trust. Sneak-Babs doesn't HAVE to dress like Ninja/Burgular/Serial Rapist, but when she's sweating and hiding and focusing on not being seen, if Elmyra rounds the corner and surprises Sneak-Babs, she's going to look mighty suspicious/too far into prey-hunting mode and not believe a word Babs has to say. Same for if Elmyra discovers Spy-Babs' ears were just curled up under her hat, because Spy-Babs, while "staying frosty", should have been avoiding too much conversation to speficially avoid Elmyra looking at her the way she is looking now, and when she realizes she's busted, its going to be very hard for her horrified expression not to say everything.
Because Conmen can be seen, and they can even look out of place, but they have to relieve that tension almost immediately. To "deflect" that suspicion. Con-Babs (who ran into Elmyra as Con-Babs and not Sneak-Babs) can look surprised for a moment -after all, Elmyra hopefully hadn't been expecting her either- but has to have her pitch ready and just absolutely making her tongue ITCH with anticipation to say it. The whole point of being Spy-Babs or Sneak-Babs is to avoid situations where you would have to bullshit. To con Elmyra, Babs has to have all her confidence RESTING on the fact that she was SUPPOSED to be caught, since that was in the plan. If she was supposed to be Hiding, then that plan has been busted and while rewriting the plan on the spot is possible, implementing it generally isn't. She has not only been seen (failure for Sneaks), but the center of attention (failure for Spys), and she has to calm down and project confidence really, really, unnaturally quickly. (Like if she were actually ITCHING to spin her tall tales, as opposed to suddenly forced to remember or make up one because she is BOMBING, and is wasting time and mental computational power acknowledging to herself that she is bombing.)
That said, its possible to change strategies between missions or even retries. If a Conman uses a ploy that doesn't pan out, you might HAVE to switch classes to Spy or Sneak to return and finish the job.