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Anyone ever play or DM a game with this style? How did it work out?
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<blockquote data-quote="Rechan" data-source="post: 4641633" data-attributes="member: 54846"><p>Watch:</p><p></p><p>TV:</p><p>Leverage (TNT)</p><p>Burn Notice (USA)</p><p>Heist (Ended)</p><p></p><p>The first deals with a team of professional thieves who steal from bad guys in order to give it back to the little guy.</p><p>The second is about a spy who is black-listed, and while finding out about about that, uses his spy training to screw up bad guys in order to help the little guy.</p><p>The third is about a group of professional criminals who continue to organize and prepare for a massive heist of three jewelry stores at once.</p><p></p><p>While the first two are "Robin Hood"ish and a lot relies on technology, it should give you a thorough footing. </p><p></p><p>Movies:</p><p>Inside Man</p><p>Ocean's (Insert Number)</p><p></p><p>How I would do this is either: </p><p></p><p>1) Thieves Guild. The PCs are low-level recruits. They could be of any class (Fighter: Money collector/runner. Rogue: Pick-pocket. Mage: Magical communication or concealment). The PCs work their way up the ladder (Fighter: Enforcer. Rogue: Cat Burgler/Safe Cracker. Mage: Magical security cracker.) They run through guild-based missions, deal with inter-guild strife, the city watch, freelance thieves. When they become Guild heads, they have to deal with inter-guild problems, coups, issues with the city, etc. </p><p></p><p>2) Private group. Similar to the thieves guild, but instead of a guild, they are just a team. They could do odd jobs, but they might simply do for-hire jobs, as well as counter-intelligence (preventing thieves from stealing/stopping enemies from gathering intel), consultation (How do we better protect our place), bodyguard work, and things like this. They could also be professional con artists/scammers.</p><p></p><p>The problem with anything but #1 is that, PCs who stick around and continue to be criminals in a city are going to get a reputation. Unless they are part of an organization, then just continuing to rip off people around town, they're going to run out of targets, and people are going to come after them on a regular basis. (This is why Thieves Guilds have multiple thieves, not just one guy or group that goes around burglaring everyone. Once you've stolen from everybody, going back is more difficult/they might not have enough.)</p><p></p><p>One solution is to have them steal from other thieves. For no other reason than "This is our territory" or the challenge of stealing from another professional. Smugglers, con artists, rival burglars. They could try to steal from them, or completely shut down the other's operation. (And some group might try to do that to the PCs!)</p></blockquote><p></p>
[QUOTE="Rechan, post: 4641633, member: 54846"] Watch: TV: Leverage (TNT) Burn Notice (USA) Heist (Ended) The first deals with a team of professional thieves who steal from bad guys in order to give it back to the little guy. The second is about a spy who is black-listed, and while finding out about about that, uses his spy training to screw up bad guys in order to help the little guy. The third is about a group of professional criminals who continue to organize and prepare for a massive heist of three jewelry stores at once. While the first two are "Robin Hood"ish and a lot relies on technology, it should give you a thorough footing. Movies: Inside Man Ocean's (Insert Number) How I would do this is either: 1) Thieves Guild. The PCs are low-level recruits. They could be of any class (Fighter: Money collector/runner. Rogue: Pick-pocket. Mage: Magical communication or concealment). The PCs work their way up the ladder (Fighter: Enforcer. Rogue: Cat Burgler/Safe Cracker. Mage: Magical security cracker.) They run through guild-based missions, deal with inter-guild strife, the city watch, freelance thieves. When they become Guild heads, they have to deal with inter-guild problems, coups, issues with the city, etc. 2) Private group. Similar to the thieves guild, but instead of a guild, they are just a team. They could do odd jobs, but they might simply do for-hire jobs, as well as counter-intelligence (preventing thieves from stealing/stopping enemies from gathering intel), consultation (How do we better protect our place), bodyguard work, and things like this. They could also be professional con artists/scammers. The problem with anything but #1 is that, PCs who stick around and continue to be criminals in a city are going to get a reputation. Unless they are part of an organization, then just continuing to rip off people around town, they're going to run out of targets, and people are going to come after them on a regular basis. (This is why Thieves Guilds have multiple thieves, not just one guy or group that goes around burglaring everyone. Once you've stolen from everybody, going back is more difficult/they might not have enough.) One solution is to have them steal from other thieves. For no other reason than "This is our territory" or the challenge of stealing from another professional. Smugglers, con artists, rival burglars. They could try to steal from them, or completely shut down the other's operation. (And some group might try to do that to the PCs!) [/QUOTE]
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General Tabletop Discussion
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Anyone ever play or DM a game with this style? How did it work out?
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