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Breaking into Keys from the Golden Vault: An In-Depth Review
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<blockquote data-quote="Loren the GM" data-source="post: 8946336" data-attributes="member: 6882721"><p>I'll say that despite not having specific mechanics, the structure and set up of each heist clearly provides a framework for the DM to present the heist, and for players to approach it from a heist mindset. So while there aren't specific rules crafted to aid heist play, the structure, presentation, and options provided within the text seem (at least to me) to really help make a heist work better within the existing rules (including doing a lot of it without having to go into initiative, and definitely rather than all the adventures just descending into a single stealth slip up from one character, now all the guards are alerted, and the bank or whatever turns into another dungeon of combat room by room).</p><p></p><p>Edit to add: I think these adventures will run best for players who enjoy working together, enjoy creative thinking, and can lean into the roleplay/non-combat aspects of the game. It will run best for DM's who enjoy letting their player's improvise, enjoy thinking on their feet, and who can really play along with the player's creativity and harebrained ideas. I think the more a DM can lean towards not letting combat initiative roll from their side of the table as a first reaction as it would in most other adventures (doing things like starting a chase instead of going straight into combat, or giving characters a chance to hide or talk their way out of a situation if they fail a stealth roll instead of just rolling into combat, and in general considering the "rule of cool" might be of use within these adventures more than others), the better these adventures will run. So it definitely still falls into the ground of the work being on the DM in many ways, not on mechanics - and your mileage will vary as to whether you think that is a bug or a feature.</p></blockquote><p></p>
[QUOTE="Loren the GM, post: 8946336, member: 6882721"] I'll say that despite not having specific mechanics, the structure and set up of each heist clearly provides a framework for the DM to present the heist, and for players to approach it from a heist mindset. So while there aren't specific rules crafted to aid heist play, the structure, presentation, and options provided within the text seem (at least to me) to really help make a heist work better within the existing rules (including doing a lot of it without having to go into initiative, and definitely rather than all the adventures just descending into a single stealth slip up from one character, now all the guards are alerted, and the bank or whatever turns into another dungeon of combat room by room). Edit to add: I think these adventures will run best for players who enjoy working together, enjoy creative thinking, and can lean into the roleplay/non-combat aspects of the game. It will run best for DM's who enjoy letting their player's improvise, enjoy thinking on their feet, and who can really play along with the player's creativity and harebrained ideas. I think the more a DM can lean towards not letting combat initiative roll from their side of the table as a first reaction as it would in most other adventures (doing things like starting a chase instead of going straight into combat, or giving characters a chance to hide or talk their way out of a situation if they fail a stealth roll instead of just rolling into combat, and in general considering the "rule of cool" might be of use within these adventures more than others), the better these adventures will run. So it definitely still falls into the ground of the work being on the DM in many ways, not on mechanics - and your mileage will vary as to whether you think that is a bug or a feature. [/QUOTE]
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