How to Run A Heist - Running RPGs

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Hello Internet. Seth Skorkowsky, and today  we're gonna discuss running a Heist Adventure   for your tabletop role-playing game. These are  adventures where the heroes are tasked with   recovering some item from a secure location  without getting caught, or at least the hope   of not getting caught. I am a huge fan of  heist stories. I love running heist games,   and also as a quick shameless plug here, I  also write Sword & Sorcery thief's adventures.  My Tales of the Black Raven series  is 21 stories, several of them heist,   which you can read or listen to, with my  wonderful audiobook narrator R.C. Bray.  Among the goals of a good heist is to do the job  with as little to no combat as possible. Which is   one of the key differences between a Heist and  a Raid, or I guess we should go ahead and call   this a Stealth Heist versus an Assault Heist. Now it doesn't matter which game system you're   running for this, so if you're wanting to do  this with Dungeons & Dragons, or Star Wars,   or whatever else, the same general pieces and  steps apply. So GMs you still are gonna have   to tailor the heist for whatever system, and what  particular group it is, you're planning on running   it with. And, of course, there are always going  to be exceptions. So if you come up with some idea   that doesn't quite follow this, that's perfectly  fine. There are a million ways to do a heist,   and if you find one that you like and it  works, and doesn't quite follow what we're   gonna be talking about today, cool. But this is what has worked for me,   so hopefully there's something here that can be  useful for you. There are three ingredients that   make a heist story, and what I'm going to do,  is I'm going to go ahead and list them here,   then we're gonna break them down further. First is the Artifact. This is the item that   the characters are trying to get. Second is the Fortress. This is   the place the item is stored and protected. Third is the Dragon. This is the major threat   that the heroes cannot easily fight or escape  from if it's aroused. i.e. don't wake the dragon.  Let's look at the Artifact, the prize of the  heist. The Artifact can be just about anything:   treasure, a book, computer file, Death Star  plans. It can be a person, such as this   mission is an abduction or this could be a rescue  operation. While heists are usually reserved for   thief type adventures, Rescues can definitely  fall into the realm of a good heist adventure.   Why the Player Characters want the Artifact is  completely up to you. Maybe it's for profit,   like they're planning on selling it or something,  or maybe this is just a necessary piece to a   larger campaign. Maybe the heroes are being  blackmailed and being forced into this heist   against their will. But the focus of the heist  is still centered around getting the Artifact.   Oddly enough, that even though it is the focus,  the Artifact is going to be the easiest part for   Game Masters to do. This is just the motivating  MacGuffin. But most likely the thing that the   Game Master spends the least time preparing for. Unlike the Fortress, which is the area the Game   Master is probably going to be spending the  most time preparing. The Fortress holds the   Artifact. Now this can be an actual fortress,  or it could be a museum, a skyscraper, a train,   a mansion, a government building, a warehouse,  whatever you want. The more secure the better.   The heroes must either get inside the Fortress  to get the Artifact, or create a reason for the   Artifact to leave, that way the heroes can get it  once it leaves the Fortress. GMs must prepare the   Fortress and have some details about it ready  before the game begins. It should feel like a   real place to the players and it might be  designed to solely protect the Artifact,   or it might just be a secure location that the  Artifact just happens to be inside of as well.   But make the security around the fortress  fit and feel appropriate for whatever it is.  Now one thing with the Fortress is that it must  be populated. This could be office staff, tourist,   guards, automaton sentries, or whatever else it  is that you like. These people are the obstacles   and the witnesses that the players must overcome  or avoid. This population could also just be a   security system that's tied to an alarm. While the  fortress population might pose their own threat,   i.e. security guards might have guns and swords,  or whatnot, the big threat that they pose is that   they can wake the Dragon. That lone guard,  or nosey neighbor, or security camera might   not be that threatening in and of itself, but  the unstoppable monster that they can summon   if the heroes don't avoid or neutralize them  quietly, and quickly, that is the real threat.  Game Masters are going to need to consider  this specific game that they're playing,   and what their group's abilities and powers are,  when designing this Fortress. Like I mentioned   in my 'How to Run a Mystery' video, Game Masters  don't want their game destroyed in seconds because   they forgot to take into account some spell  or technology that the Player Characters have   at their disposal. If the Player Characters can  Teleport, it might quickly solve the heist problem   if one of them just teleports in there, grabs the  item, and teleports back, and is all like, "Hey,   what now?" or if they need that computer file,  why can't they just hack and get that from the   outside? You need to answer all these questions  before the heist begins. For teleportation,   depending on the specifics of whatever game it  is that you're playing, maybe the Artifact is   somehow shielded from it. Like the room is plated  in lead or gold, and as 'everybody knows' you   can't use teleportation or telekinetics through  those barriers. Or maybe there's just some sort   of magic dampener around wherever the Artifact  is. Or because they cannot see the room that   the Artifact is in, they can't just teleport in  there, because you can't teleport somewhere that   you can't see. Whatever else it is that fits  your game, just find a reason why their powers   and abilities are not going to be able to help  them just solve this heist in mere minutes. If   it's a computer file, you of course can do the  old Lone Terminal Cut Off From the Network gag.  Maybe they have to get the physical drive  that it's on, and you can't hack getting   the physical drive. Whatever the problem, just  be sure that you have a plausible reason why   the Player Characters can't just bypass this  heist with the ability. Don't just tell them,   "It's not gonna work." You need to have a reason  for them, that way it sounds believable. It   doesn't just make it sound like you're being a  jerk that's trying to prevent them from doing   all the powers that they got that character to do. Build the Fortress from the point of view of the   person protecting the Artifact. How would they  do this considering whatever means they have   available to them? While you might come up with  some great ideas about how the Player Characters   might go about, you know, doing this heist as  you're designing the Fortress, but do not plan   the heist for them. Don't make it to where there's  only one way to do this, or it looks like there's   a very overly obvious way of doing it. Your job  is to build the Fortress. Their job is to get in,   and get out with the Artifact. Nine times out  of Ten their plan is gonna involve some sort of   crazy idea that you never imagined. So don't try  to design the heist's plan as you're doing it,   as to how they're gonna get the Artifact, Just  build the place, and leave the planning up to   the players. It's one thing to notice or design  a few flaws in the Fortress's security as you're   building it all together, but just be fair and be  honest. If there is a weakness in the Fortress,   why has the Protector not sealed it? Maybe they  haven't noticed that weakness yet. Maybe this   weakness is new due to some sort of outside  variable, and that's why the heist has to   happen now is because now there's a new weakness  that wasn't there before. But Game Masters, and   I cannot stress this one enough, do not design the  Fortress where there's only one way of solving it.  The best Fortresses have many layers of  protection. Such as, the outer layer is guards,   and the next layer is that it's gonna be housed  12 stories up, and then you've got vault doors,   then you've got some sort of amazing security  system, and then you've got an impressive safe   itself. So that way the players have to bypass  or defeat multiple types of obstacles, hopefully   using a variety of players to do this. You have to  do it with teamwork and a wide variety of skills.  Now for the Dragon. The Dragon is the promised  threat if they fail. It is something so scary that   the Player Characters know that they can't easily  defeat or escape from this if it's awakened. The   Dragon should be intimidating. This could be the  police, the military, an actual dragon, an angry   god, just something formidable. Maybe the Dragon  is just the knowledge about the heist itself. Such   as, the Protector cannot know that the item was  taken or had a switcheroo done on it, and if they   find out too early, then the whole reason for  the heist has been spoiled. Or maybe the Dragon   is the client or the buyer of the Artifact. The  client demands that nobody know about this heist,   and if the PC's gets spotted, the boss that gave  them the job ends up becoming the true threat.   Or if news about the heist gets out, then all of  the ships or the portals that are leaving this,   you know, city or island or nation or world that  they're on, get sealed off, and it's gonna trap   the Player Characters here. So the reason they  can't wake the Dragon is they don't want to   ever get trapped wherever it is that they are. The key to a Dragon is that it is scary and best   avoided. If the Player Characters do not fear  the Dragon, then they might turn your Stealth   Heist adventure into an Assault Heist, and just  go in there with guns blazing. And no knocking   Assault Heists, those are a blast in their own  way. I love running him and I love playing them.   But if you're wanting your game to be stealth and  cleverness and try to avoid it being a kill house   bloodbath, the threat of the Dragon is the key. Okay so those are the three parts that you have to   design before the game starts, now to go into the  three phases that happen during the game itself.   First is the Setup. This is where the characters  get the job. Maybe they're hired by a shady   employer. Maybe they figured out that the Artifact  is here, and they need it for a larger campaign,   and this just happens to be housed in the  Fortress. That part is completely up to you.   The important part is this is where the players  are going to get the initial information as far   as the Artifact's location, the Fortress, and the  Dragon. Also, if there's some sort of in-character   time limit going on, such as, "We have five  days to get this Artifact before it ships out,   then we're never finding it again," or, "In one  week, the Artifact is going to be used to summon   the Dark God unless we stop it," you should  go ahead and mention that time limit here.   The Setup might include different steps such as  Gathering the Party, like where they're meeting   each other for the first time, or maybe bringing  the party back together from a previous job.  Next comes Information Gathering. This is where  the Player Characters stake out the place.   Maybe they befriend or blackmail a guard for  information, or to steal his passkey. You know,   maybe they're gonna go and research the building's  plans in order to find a weakness in it. This part   can take quite a while. It could be an  entire session if you want it to be. Or   if you're just wanting the game, you know, to  get quickly straight to the heist job itself,   maybe you could have the employer provide them  with all this stakeout information and say,   like, "Here's all the information about it. You  build your plan off of this." Or you could kind   of do a little bit of information, that way  the PCs can look at it and I can go, "OK,   out of all these different things, we want to  research these two areas more directly because   we know a little bit of information about it, and  we think that's how we're going to approach it."   Then you might have the Equipment Shopping Spree.  This is where the characters pick up or create all   those neat gadgets, disguises, weapons, potions,  tools, spell scrolls, or whatever else it is that   they think they're gonna need to do this job.  A lot of players really do get into this part,   and it is a lot of fun. But be warned. I have  watched players get so into the part where they're   poring through equipment and gear guides that  it starts distracting them from the game itself.   This is where time limits can help you out. If  the Player Characters have some sort of ticking   clock going on, they might not have time to go  out and buy all the cool things that they want,   either because there's no time to shop for  it, or because the time it would take for,   you know, them to order it or to have it  created, the job has be done before that   day. So that way it's a good way of limiting it  without just telling them, "No, you can't do it."  Somewhere in all this, they're also gonna begin  The Plan. This part is key. The players are gonna   sit around, probably around some map that you  gave them, maybe with some different handouts of   security pictures, and they're gonna begin making  the strategy as far as how they're gonna get this   Artifact. I personally love this part. But it  does have a few hurdles that you need to look   out for. Your players are gonna be sitting there,  bouncing ideas, creating strategy, and it's a lot   of fun. The first problem, though, is that some  players are gonna spend too much time planning,   to the point that the game begins losing steam.  This is where some players might become a little   too indecisive. Basically discussing the plan  to death because they're afraid to act. Spending   the entire session talking about the game, rather  than playing the game. So Game Masters you might   want to consider putting a time limit here, not  for the characters but for the players. However,   this part can be tricky and does require some  judgment on your part in order to call how long   that time limits should be. You don't want to give  them too little time, and make the players feel   like you're crippling them. And if the players are  gonna be spending their Planning Phase, you know,   gathering intel, you know, maybe roleplaying it  out as they meet people or they break into places   to steal, you know, key cards and that sort of  thing, and they're actively playing the game, then   just let them play. Don't make that subject to the  time limit as well. Just let them play the game   if they're actually actively playing it. But the  sitting around discussing it, that's where you're   probably gonna want to put some sort of time limit  on it. There does come a point where the players   need to stop talking about playing and go ahead  and play. But how long that is completely depends   on your players and the nature of the heist  itself. So maybe start with an hour and just kind   of see how that works from there. At the end of  that hour, if they're all like, "No we need more   time," and you can look at and go, "Yeah, you guys  probably need a little bit more time," you can,   you know, bump ten or fifteen more minutes to let  them finish planning it out. But if you just kind   of let it as a general blank check, they can take  as much time as they want, if you have that player   that's just a little too indecisive, and they're  just trying to stall, you know, putting themselves   in fear of waking the Dragon, they're going to  take all the time in the world, to the point   that the game is just no longer fun for anybody. Next during the planning phase, it's possible that   your players might find a hole your Fortress.  A legitimate hole that you missed and didn't   intend to be there. So what do you do? Again, that  depends. Some Game Masters see it as like, "Well,   it was my mistake. So the players can fully  exploit that to the best of their abilities."   But the way I see it, is just because you as the  Game Master made a glaring error in your Fortress,   that shouldn't make it something that makes  the game just too easy for the players to   solve. Because once the game is done, if the  game was too easy for them, they are going to   be disappointed. So it's one of those things you  have to figure out. What is the right level of,   you know, challenging in order to keep the  game fun? And if it's not challenging enough,   then they're gonna be disappointed in it. So  sometimes if you find a hole that might take away   all the challenge. So this is where you just need  to be honest with yourself and ask the question,   "Would the Protector have left that glaring  hole there?" Maybe they would have. Maybe they   wouldn't have. If they wouldn't have, then you  should plug the hole. Maybe not as tightly as   you would have done it if you had thought about  this hole before the game began. But don't leave   it completely open and available to exploit  and end up sabotaging your own game. But you   do have to be honest with yourself. Remember  the Protector might have had months, or years,   or even centuries of building this Fortress's  defenses. They're the expert. You're not. You're   a Game Master. But maybe, just maybe, they did  miss something the Player Characters can exploit.   I'm inclined to give them some sort of bonus if  they find the hole. You know, I'm not gonna hand   them a full success to the adventure because of  my mistake, but I might make it where that hole   is actually something that they can't exploit,  just not fully exploit. Also, don't just sit   there while the Player Characters and players  are sitting there, they're making their plans,   and you just start blocking every single idea  as they have it. Because that's where it starts   becoming a Player vs Game Master mindset where  you're basically, you know, cutting off any single   idea they have, because you're trying to railroad  them into doing a certain way of doing it. That's   not cool. So go ahead just build the place, let  them build it from there. In case of emergency,   you might have to adapt the place a little bit,  but don't just start blocking every single cool   idea that isn't the way you want them to do it. One of my buddies does this thing whenever he's   running a heist game where he just leaves  the room. He announces, "Hey everybody,   I'll be back in an hour. You know, get your  planning and then we're going start once I   get back," and that way he cannot as the Game  Master anticipate what the players' moves are   gonna be. He can be honest and not accidentally  metagame, and also he can experience that full   surprise that the bad guys will feel once  the PCs, you know, do whatever crazy idea   it is that they have. The other reason that he  does it, is that way the players can't read his   face while they're doing the planning, because...  Matt, brother, you got a really bad poker face.  Now that works for him. Personally I like  being in the room during the planning phase.   If nothing else, just because I get asked  a lot of questions as far as, you know,   different rule mechanics or rulings like that.  So I want to be available for them that way I   can answer any questions and they can get back  to planning instead of waiting for me to get   back to give them some sort of rules clearance. Eventually the planning is gonna end, and we get   to move on to the next phase, The Job itself. Okay  so after all the planning, surveillance, gearing   up, and it's finally Showtime. Your players are  going to enact their most likely crazy plan,   coming at the Fortress sideways in some manner  that you as the GM could have never predicted them   to do. Maybe it's a great plan. Maybe it's not.  You're probably gonna have to be improvising the   hell out of this either way, because, no matter  how much pre-work you did, you're still gonna   have to improvise it once the game begins. That's  just a rule of being a Game Master. And hopefully   everyone in the room is having an absolute blast  doing this Heist. Now it's time for the Kink. The   Kink is some variable that happens that the  players are not expecting. Some sort of new   obstacle that runs the risk of shattering their  brilliant plan and waking the Dragon. Maybe that   guard that they watched and they timed all his  patrol patterns, maybe he called in sick that day,   and now it's a new guard that's got a different  patrol pattern, and they have to adapt to that. Or   maybe the fact they're planning and breaking into  this office building at night when no one's there,   that one guy shows up and he starts working late.  Now the Player Characters have to avoid this guy   because he might wake the Dragon if he spots them.  Maybe the neighbor's dog starts barking. Maybe a   dump truck pulled into the alley where their  getaway car is stashed, and now the PCs have   to either get a new getaway car or they're gonna  have to drive out of this alleyway backwards at   high speed as they're getting chased by security  guards. Any good heist movie has a Kink. They   should give us some sort of spike of fear and  require improvisation from the players and   hopefully a few dice rolls in order for them to  overcome this. But the Kink should never be, "Your   whole plan just fails." So Game Masters, make  the Kink an obstacle that the Player Characters   can overcome. But never ever make it some sort of  automatic failure. Because that's just gonna piss   your players off, and it should just piss your  players off. Let me give you a quick story of   a great Kink that I encountered, this time as a  player, and we were playing some Cyberpunk 2020.  The short version is that we were trying to get  to the middle floor of this giant high-rise and   extract a scientist and all of his research  information. We managed to get to the building   under this elaborate disguise of being optic  fiber installers, you know, running cable up   and down the building. It was a brilliant plan  and it was working beautifully. One of the other   players and I were up on the roof, you know, we  were doing this job or actually installing cable,   because that was our ruse. We were also hacking  into the elevators controls so we could access   the scientist's floor and we were doing this  while there was a guard standing up on the   roof, he was actually kind of casually looking  over our shoulders. We're trying to do this while   under observation, and we're making the rolls and  it was going great. But right as we finished...  Right as you guys finished hot-wiring that  elevator, that guard on roof walks up to   you and he's all like, 'Hey my boss has  some questions and he needs to ask you.   So I'm supposed to take you down to his  office right now. So you need to follow me.  The other player and I just looked at each other,  positive that we'd been made. There's a word and   an old Solo of Fortune book where when a job  goes pear-shaped, the word is 'Bombshell'. So   I asked my buddy... Bombsell?  Bombsell. I'm gonna go ahead and tap on my  com to the rest of the group, "Bombshell."  Well, it was great while it lasted. But now  let's kill every mother [_] in this place.  And we did. It was a legendary firefight as we  shot our way through the building, getting the   scientists, and getting down to the rescue car  before the police could arrive. I'm also pretty   sure that the only reason we even lived through  that entire encounter because the Game Master   is being kind to us. Anyway, after the game,  I asked the GM how it was that we got caught,   where it was we went wrong, and he said, "You didn't."  He then explained that the security chief just  had some questions about why we needed to access   some of the floors that we were accessing,  which we already had pre-planned lies for. Had   the security guard just asked us those questions  while we're all on the roof, it would have been   fine because we had some pre-planned answers. But  because it came with this kind of added caveat of,   'You need to come to the security guards office  right now to answer these questions,' we panicked   and we completely outed ourselves. That, to me, is  a perfect Kink. We were prepared for the question,   but because the circumstances weren't what we  were ready for, we ended up screwing ourselves,   and it was not the Game Master screwing us over. Next comes The Escape. Depending on how the job   goes, The Escape can either be a thrilling,  nail-biting chase, or a smooth and casual like   a badass professional, just pull off the perfect  job casually steps into their car and drives away.   Some Game Masters might make the Escape part  be the big focus of the adventure. Such as,   actually stealing the Artifact is pretty easy  to do. It's getting away with stealing it where   they want to have the whole game be, some sort  of kind of elaborate cat-and-mouse chase scene   all over the city, or all over this planet, or  wherever the game is set. Once they're away,   you may or may not have a third phase,  The Tradeoff. This is where the Player   Characters are gonna be handing over  the goods to their employer or a fence,   and getting paid. This also might include the  employer double-crossing them. It's also possible   that the employer has made some sort of secret  deal with one of the Player Characters or one   of the Non-Player Characters to kind of help  them in this double-cross. Or it could just be   perfect and the employer is like, 'Hey good job.  I'm gonna hire you guys again in the future.'  Well that's it for Heist Games. Hopefully some  of you out there found this helpful and got   some ideas stirring about how it is you might  be able to do a heist adventure on your own.  You ain't gonna tell them about the van? Nah, it really doesn't fit here, and also it's   more of a personal anecdote than anything else. So? It's your channel. It's supposed to be   personal. Besides, when else are you  gonna be able to tell this little bit?  Okay fine. As I mentioned before in other videos,  for vehicle miniatures we just use toy cars for   that. And while I have amassed a nice little  collection of modern and sci-fi and 1920s cars,   the white cargo van has a very special place  for us. Because a work van is so common,   I had a character who always used them for jobs.  And they were all souped-up inside. They had   armor plating, and beefed up engines, and they  even had some quick-change logos on the side,   that way they can kind of quickly mask which van  it was if they were in traffic. But this joke,   about an elite team of badass cyberpunk thieves  and mercenaries, has become so synonymous with   the white cargo van, that even today, whenever  we're driving down the highway and we see a   van driving along kind of recklessly, it  might have a little bit of bumper damage,   even today my wife and I will joke that, 'That's  not contractors trying to get to a job. That's   a bunch of cyberpunkers fleeing from a heist.' We're talking about you, little guy. Vroom. Vroom.  While I mentioned my Black Raven stuff  earlier in this is video, there's also   my story The Mists of Lichthafen, which I read  many years ago. Which is another fantasy / horror   heist adventure and that is on YouTube. So if  you're in the mood for a fantasy heist story,   despite the fact that it's read by somebody  who's clearly not a trained audio narrator,   go ahead check it out. I stuck a link at the end. Hi. Thanks for watching. If you enjoyed the video,   please give it a Thumbs Up. If you want to see  some more of our stuff such as Game Reviews   and How-To's, just hit that Subscribe Button.  Till next time gamers, you have a great day.
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Channel: Seth Skorkowsky
Views: 105,226
Rating: undefined out of 5
Keywords: TTRPG, Tabletop, Roleplay, Call of Cthulhu, Dungeon Master, D&D, Dungeons and Dragons, cyberpunk, thief, rescue, dm, gm, skorkowski, DnD, Traveller
Id: 147qkWA3-xw
Channel Id: undefined
Length: 23min 15sec (1395 seconds)
Published: Wed May 13 2020
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