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*Dungeons & Dragons
Running an actual heist?
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<blockquote data-quote="CapnZapp" data-source="post: 7496053" data-attributes="member: 12731"><p>The problem every would-be enthusiastic heist scenario writer (or just proponent of the genre) needs to face is:</p><p></p><p>The heist genre isn't built for free will.</p><p></p><p>Everything that makes heists in movies etc so great is because the improbable happens while the probable don't.</p><p></p><p>The fundamental building block of any good heist is not rolling the dice. It's the exact opposite of a regular rpg scenario, and it is spectacularly unsuited to something like D&D.</p><p></p><p>On the other hand, it can be much more compatible with a storytelling game. (If each player has a hand of cards describing various elements of heists, then the variability is only which archetypal sequence happens first.)</p><p></p><p>The difference is that while D&D is (rightly) described as cooperative, it's still "us vs the world". What you need for a heist is instead a "we're describing the world" game.</p><p></p><p>A heist has much more in common with world-building, than the subsequent step where you have adventures in that world. The excitement isn't derived from "will you or won't you lift the neclace off of Lady Shaggenbimple's neck in time" because of course you will. The enjoyment of a good heist is instead its components, how well they fit together, and what end-game twists there are.</p><p></p><p>In that perspective, WotC's only fault was to call their adventure s<em>omething something heist</em> in the first place.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7496053, member: 12731"] The problem every would-be enthusiastic heist scenario writer (or just proponent of the genre) needs to face is: The heist genre isn't built for free will. Everything that makes heists in movies etc so great is because the improbable happens while the probable don't. The fundamental building block of any good heist is not rolling the dice. It's the exact opposite of a regular rpg scenario, and it is spectacularly unsuited to something like D&D. On the other hand, it can be much more compatible with a storytelling game. (If each player has a hand of cards describing various elements of heists, then the variability is only which archetypal sequence happens first.) The difference is that while D&D is (rightly) described as cooperative, it's still "us vs the world". What you need for a heist is instead a "we're describing the world" game. A heist has much more in common with world-building, than the subsequent step where you have adventures in that world. The excitement isn't derived from "will you or won't you lift the neclace off of Lady Shaggenbimple's neck in time" because of course you will. The enjoyment of a good heist is instead its components, how well they fit together, and what end-game twists there are. In that perspective, WotC's only fault was to call their adventure s[I]omething something heist[/I] in the first place. [/QUOTE]
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