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General Tabletop Discussion
*Dungeons & Dragons
Running an actual heist?
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<blockquote data-quote="Umbran" data-source="post: 7495502" data-attributes="member: 177"><p>There is a sort of problem with the research part, though - heist fiction is written sort of assuming the conclusion. The Heist *will* happen, the characters *will* find most (but perhaps not quite all) of the relevant pieces of information, and that information *will* be relevant to the plan. The characters are almost invariably absurdly competent in their roles (heist stories are often classified in the "competence porn" genre). But, in an RPG, we the writers don't' know ahead of time which pieces of information will be relevant. In most games it is not a sure thing that the PCs will find enough information to make a solid plan, and we don't know that their plan will actually work.</p><p></p><p>There's one game I can think of that addresses most of these problems - the Leverage RPG, in which every single adventure is a heist or con game. I highly recommend that GMs that want to run a heist look at how this games handles it, even if you have no intention of using the ruleset, because it has a very useful general approach to the genre. Much of the adventure is an emergent thing, rather than a planned thing.</p><p></p><p>Also, I'd recommend looking at how Gumshoe systems handle investigation scenes, for much the same reason.</p><p></p><p></p><p></p><p></p><p>Yes, it is more realistic. However, heist scenarios are *NOT* realistic themselves, so realism is not your friend here. There are far, far too many potential points of failure in a typical heist for them to realistically succeed.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7495502, member: 177"] There is a sort of problem with the research part, though - heist fiction is written sort of assuming the conclusion. The Heist *will* happen, the characters *will* find most (but perhaps not quite all) of the relevant pieces of information, and that information *will* be relevant to the plan. The characters are almost invariably absurdly competent in their roles (heist stories are often classified in the "competence porn" genre). But, in an RPG, we the writers don't' know ahead of time which pieces of information will be relevant. In most games it is not a sure thing that the PCs will find enough information to make a solid plan, and we don't know that their plan will actually work. There's one game I can think of that addresses most of these problems - the Leverage RPG, in which every single adventure is a heist or con game. I highly recommend that GMs that want to run a heist look at how this games handles it, even if you have no intention of using the ruleset, because it has a very useful general approach to the genre. Much of the adventure is an emergent thing, rather than a planned thing. Also, I'd recommend looking at how Gumshoe systems handle investigation scenes, for much the same reason. Yes, it is more realistic. However, heist scenarios are *NOT* realistic themselves, so realism is not your friend here. There are far, far too many potential points of failure in a typical heist for them to realistically succeed. [/QUOTE]
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