robus
Lowcountry Low Roller
So Waterdeep: Dragon Heist apparently provides more of a race to the treasure than a heist in a traditional sense, and this made me wonder, is it possible to pull of an elaborate heist in D&D (and for it to be a fun experience).
Traditionally a heist is split into three parts:
1) Research
2) Planning
3) Execution
The research part includes determining all the security measures (both animate and inanimate) that are protecting the loot. It might include timing the guard patrols, identifying the maker of the safe, measuring the distances of rooms, halls, ceilings, figuring out the weight/size of the treasure etc. I can see this being fun as it involves a lot of stealth-ing and exploration
The planning part takes all the information gleaned from discovery and attempts to devise a cunning plan that will circumvent all the obstacles found during discovery. This part worries me because the players, despite all their best efforts, would still have imperfect knowledge (perhaps that's realistic though...?) There could be some fun parts of attempting to bribe a guard, or duplicate a key, as part of preparing for the heist. But I feel like the DM would have to provide "blueprints" to the location in order for the players to feel like they have base to build on.
The third part is of course the exciting bit where the plan is executed and things typically fall apart
So my question is - has anyone run an adventure like this? Did it work? Was it fun? If it wasn't fun, is it possible to make it fun?
Traditionally a heist is split into three parts:
1) Research
2) Planning
3) Execution
The research part includes determining all the security measures (both animate and inanimate) that are protecting the loot. It might include timing the guard patrols, identifying the maker of the safe, measuring the distances of rooms, halls, ceilings, figuring out the weight/size of the treasure etc. I can see this being fun as it involves a lot of stealth-ing and exploration
The planning part takes all the information gleaned from discovery and attempts to devise a cunning plan that will circumvent all the obstacles found during discovery. This part worries me because the players, despite all their best efforts, would still have imperfect knowledge (perhaps that's realistic though...?) There could be some fun parts of attempting to bribe a guard, or duplicate a key, as part of preparing for the heist. But I feel like the DM would have to provide "blueprints" to the location in order for the players to feel like they have base to build on.
The third part is of course the exciting bit where the plan is executed and things typically fall apart

So my question is - has anyone run an adventure like this? Did it work? Was it fun? If it wasn't fun, is it possible to make it fun?