Heist Campaign in Episodic Form

Lelldorianx

First Post
My group has been on hiatus for a few months now, and we're itching to play a 10 session mini-series Heist Campaign (a la Capone / Dillinger / Public Enemies). The idea behind the episodic form and limited session count is to allow more flexibility in an epic finale, possibly ending in character death or an escape. My players are equally interested in a 'final stand' scene as they are in fleeing to another country.

Setting

There is no specific setting yet, but it will be based on D&D 3.5, possibly Forgotten Realms, but here is what I am looking for:

The country/empire from which the characters are based is fundamentally, at least to the characters, evil. They are sticking it to the man by taking down the big banks. The players want to feel like Robin Hood (similar to Johnny Dillinger).

It should be low-magic, mostly involving mechanical elements.

Beginning

Due to the game's 10 session layout, we will start at a higher level. Probably 7, though any suggestions are greatly appreciated. The group will require a leader, likely a rogue, a ranger for guarding purposes, a fighter, and maybe a few more rogues. They will be lacking a cleric and wizard due to the low-magic restrictions, but plan to use the Ranger's basic healing abilities to stop bleeding.

The characters will start on some sort of slave galley or prison. Perhaps the galley sinks and they get away, maybe they escape, whatever. They have no belongings and must rob some smaller establishments to gear-up for the big banks/offices/whatever.

I plan to have them level up every other session.

Questions to You

Here's where the questions come in. I need feedback on the above and the following: how would you guys handle heists? Modern day banks do not have guards and lethal traps stationed at every corner and vault, but how would the banks in D&D be established?

Would it make more sense if the danger were leaving the scene with the cash (the guards/militia organize outside), or should it be within the bank itself?

What can I motivate the players with when they get their cash? We've agreed to a low-magic setting, so with a low number of magic items, what kind of stuff do they have to look forward to buying?

Are there any existing materials out there that I can use for inspiration or even as a backbone?

Finally, what would you - both as a player and a DM - prefer in this sort of setting overall?

edit.: Forgot to note that I have 4 players. 1 is an amazing roleplayer (likely the leader), another is a rules lawyer and meta-gamer, another is quiet, and the final is simply inexperienced with the rules.

Thanks a lot!
 
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Here's where the questions come in. I need feedback on the above and the following: how would you guys handle heists? Modern day banks do not have guards and lethal traps stationed at every corner and vault, but how would the banks in D&D be established?

Would it make more sense if the danger were leaving the scene with the cash (the guards/militia organize outside), or should it be within the bank itself?

What can I motivate the players with when they get their cash? We've agreed to a low-magic setting, so with a low number of magic items, what kind of stuff do they have to look forward to buying?

I'm interested to hear how this all turns out -- "the perfect heist" is my favorite movie genre, but I've shied away from trying to run it as any kind of in-game scenario because I'm at a loss as to how to really get that feel in an RPG kind of situation.

In a low-magic setting, would at least some of their targets be the rare magic item? Or a small but valuable item that can be fenced for large amounts of money? I'm thinking about the "steal the really expensive diamond" kind of heist story, and how that would translate into a fantasy setting. While breaking into a vault and stealing lots of gold is *one* kind of heist, there's more things to steal than cash. Particularly if you're expecting these characters to go on a spree of multiple thefts, rather than just one big heist; adding the potential to steal small valuable items means a wider variety of settings & strategies.

To provide a suggestion along the lines you were actually asking for: cash is useful for bribes, which they might use to good effect for making the larger heist happen.

Also something that can be picked up in an earlier theft to make a later one happen: how about some kind of blackmail item? Proof of a guard's infidelity might convince her to leave a door unlocked at a critical juncture.
 

Some great ideas in there. I think there should definitely be a magic item or two for stealing, both for the power of the party and/or fencing for great value.

Considering your notes, I'm thinking about leading them toward several individual heists before attempting (likely in the final session) the 'perfect heist'. Something where they can steal so much of value that they can hop a ship and leave.

Of course, a gang can't go without gangsters (other than PCs). I am working out on providing some informants, insiders, and fellow gang members (likely crossbow-wielding guards). Every heist movie seems to have a betrayal, so this should be no different.

Bribes will most definitely be at the heart of information gathering, thanks for bringing that up!
 

I'm interested to hear how this all turns out -- "the perfect heist" is my favorite movie genre, but I've shied away from trying to run it as any kind of in-game scenario because I'm at a loss as to how to really get that feel in an RPG kind of situation.
I know what you mean. Play enough D&D and you realize that even though the players often have a very good plan heading into a situation, once it starts to go the slightest bit sideways they fall back on what they know best: burning the place to the ground!
 


Thanks Pirate ;)

I went out and bought Lies of Locke Lamora tonight, I haven't started yet, but the back cover sounds great.

Those threads have been a huge help. I'm glad that we're planning a 10 session burst, as to avoid things getting dull and slow. I will definitely put heavy emphasis on the over-arching reason for why they are performing these heists (more than just to get money, probably to get back at that previously mentioned 'evil' country/city/whatever it is).

Lots of great resources. I will invest some time in making sure it is both do-able for the DM and players, and fun for all of us. I'll probably apply a less-than-serious mood to the setting to keep the laughter up (my group can't tolerate too much severity, so we need it!).

I've decided to use Savage Worlds, so there is lots of room for movement!
 

1. If you haven't already, read "the Lies of Locke Lamora." It's a great fantasy conman/heist book.

Seconded. This is probably the single best work of fiction to prepare you for something like this. Also, it's an amazing book in every way.

On the topic of heists, the plan is usually a huge element. To make the plan, you need information. Gathering information should be interesting and exciting.

  • Find the architect who designed the bank and get him to spill the beans on the layout
  • Maybe the guard patrols change on a weekly or daily basis? The players may have to steal a patrol schedule (or bribe someone for one)
  • Magical traps and wards need a special approach; find the wizard who inscribed them? Or maybe find and hire a specialist who can dispel them?
  • All towns and cities have festivals; maybe one coming up will offer up a good distraction for the big heist?

On another note, If you're running your heist game with a sandbox setup in mind, you might want to offer the players a choice of different "final heist locations". This gives them the opportunity to create a diversion at a different heist location to draw the heat away from their big heist. Outsmarting the guards can be as much fun as defeating them in combat.
 

Since you have a finite number of sessions in mind, how about each heist is to lead up to the grand finale heist.

For example, maybe the heists leading up to the finale are all to get special supplies that they need for "the big score" at the end.

Don't know if that can easily be stretched to 9 pre-heists though, that might seem excessive depending on what exactly it is they are collecting up to that point.
 

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