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Help designing a heist?
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 5450021" data-attributes="member: 23094"><p>In that case, I'd remind them that they're basically playing characters in a heist movie (The Italian Job, The Bank Job, Ocean's #, etc.), and if they ever get stuck, they should just ask themselves, "What would Jason Statham or Seth Green or Clooney (et al.) do?" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And then, since you're the DM, make it reasonably possible for that to succeed.</p><p></p><p>I've always wanted to run a heist in reverse - start with the players having suceeded, and then have them tell, in flashback, how it all went down. It spoils the ending, but because you know how it all turns out, the players can get a little wackier, a little more daring, in their ideas.</p><p></p><p>Maybe tell the players that they've spent the past two weeks, in-game, planning the heist, and then give everyone a number of tokens equal to some stat bonus (Int? Wis? Cha? All of the above?) - and then fast-forward to the night of the heist itself. The players can spend a token throughout the course of the adventure to "Invoke the Plan."</p><p></p><p>E.g., the players find themselves up against a locked door which they can't pick, so the bard player spends a Charisma token to have, retroactively, seduced a chambermaid, giving him an opportunity to have a copy of her key made, which gives the party access to most of the back hallways and a couple secret passages, but not the private lockbox of Lord Greymoor.</p><p></p><p>That way, you skip a session of everyone essentially talking out what the plan should be, arguing back and forth, and get right into the action.</p><p></p><p>I've never run one this way, but it might be a fun way to try things out.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 5450021, member: 23094"] In that case, I'd remind them that they're basically playing characters in a heist movie (The Italian Job, The Bank Job, Ocean's #, etc.), and if they ever get stuck, they should just ask themselves, "What would Jason Statham or Seth Green or Clooney (et al.) do?" :) And then, since you're the DM, make it reasonably possible for that to succeed. I've always wanted to run a heist in reverse - start with the players having suceeded, and then have them tell, in flashback, how it all went down. It spoils the ending, but because you know how it all turns out, the players can get a little wackier, a little more daring, in their ideas. Maybe tell the players that they've spent the past two weeks, in-game, planning the heist, and then give everyone a number of tokens equal to some stat bonus (Int? Wis? Cha? All of the above?) - and then fast-forward to the night of the heist itself. The players can spend a token throughout the course of the adventure to "Invoke the Plan." E.g., the players find themselves up against a locked door which they can't pick, so the bard player spends a Charisma token to have, retroactively, seduced a chambermaid, giving him an opportunity to have a copy of her key made, which gives the party access to most of the back hallways and a couple secret passages, but not the private lockbox of Lord Greymoor. That way, you skip a session of everyone essentially talking out what the plan should be, arguing back and forth, and get right into the action. I've never run one this way, but it might be a fun way to try things out. [/QUOTE]
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