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<blockquote data-quote="Neonchameleon" data-source="post: 8270274" data-attributes="member: 87792"><p>First, agreed that mysteries are the worst. You really need to bullet proof them.</p><p></p><p>Second, if we aren't touching Shadowrun/Cyberpunk hackers a heist in those games can be run as a dungeon crawl. A good heist includes "the blow" where the crew either successfully (or almost successfully) misdirects or otherwise ensures the bad guys are in no position to strike back.</p><p></p><p>There are two big differences in prep between a heist and a dungeon to me.</p><p>1: If I put interesting stuff into a dungeon the players are going to be poking it and trying to figure out how it works and will be at it for weeks; if I put interesting stuff into a heist the players are going to try avoiding disturbing at least half of it because they want to get away clean.</p><p>2: A heist is time and context sensitive meaning I can't prep too far in advance.</p><p></p><p>With Blades the PCs can say to me, the GM at the start of any session that they want to pick a specific target and go after them in a specific way armed with little more than a name, a status, and a headquarters and I can run that based on the improv tools available. I simply don't have 4-6 hours to prepare <em>after the game session has started</em>.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8270274, member: 87792"] First, agreed that mysteries are the worst. You really need to bullet proof them. Second, if we aren't touching Shadowrun/Cyberpunk hackers a heist in those games can be run as a dungeon crawl. A good heist includes "the blow" where the crew either successfully (or almost successfully) misdirects or otherwise ensures the bad guys are in no position to strike back. There are two big differences in prep between a heist and a dungeon to me. 1: If I put interesting stuff into a dungeon the players are going to be poking it and trying to figure out how it works and will be at it for weeks; if I put interesting stuff into a heist the players are going to try avoiding disturbing at least half of it because they want to get away clean. 2: A heist is time and context sensitive meaning I can't prep too far in advance. With Blades the PCs can say to me, the GM at the start of any session that they want to pick a specific target and go after them in a specific way armed with little more than a name, a status, and a headquarters and I can run that based on the improv tools available. I simply don't have 4-6 hours to prepare [I]after the game session has started[/I]. [/QUOTE]
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