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!
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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