Advice on DMing a "heist"


Advice


Hi there.

Few months ago I started a evil character themed campaign. So far so good, but my players recently stated their interest in a heavily guarded artifact. I think it would be a nice change of peace to make something "Ocean's eleven" style, with a heavier focus on planning, rather than combat and/or stealth (with some of that, too, of course).

So far I've decided to design several entrances, encourage disguises and maybe some traps.

I'm not looking for any specific ideas or pre-designed levels (even though they could serve as inspiration) but more about general advice on how to do this.

Any advice you could share to design an interesting level would be welcome. Thanks.


I think it depends a lot on what you want possible and not. If you want them to plan and generally be non-violent, you should make sure it's heavily guarded and that they know that they couldn't fight much of it. If they still don't get the message, a consulting NPC should say that they couldn't do it by brute force.

I've been a PC in a planned heist/raid on an extremely powerful artifact, and the main reason killing was an issue is that one member of the party worshiped the same god as the people being raided or something (which would be against their faith to associate with killing any). Regardless, it was pretty much nothing like Ocean's trilogy, since that's far too difficult to plan as well as too difficult for a GM to set up I would think.

Anyway, the scenario I was involved it had armed guards, powerful people in the inside, and I think the top floor had some form of dispel or truesight or high perception or something (not sure who or what in particular). All the windows/doors were alarmed if a magic item or artifact leaves the building, or possibly even if someone enters the building. The items themselves were possibly in chests or cages with similar alarms. The source of the alarm's power was in a protected area in the basement.

The way our group proceeded was to polymorph into a dog to scout, which didn't work; scout while invisible which I don't think worked (couldn't get in I think), but capturing and charming a delivery person (for the entry password) and going in disguised as them worked. Another option was having the food delivery person (or disguised party member) provide poisoned food, but I don't think that option was proceeded with. After we knew what we were dealing with we constructed a plan.
Half the party would come in from the 3rd floor window once the alarm was disabled, subdue all the guards with nonlethal damage or poison, and take the artifact.
The other half of the party would borrow through to the basement, dubdue the enemies there, and disable the alarm power source (we happened to simply destroy it)

I don't think any of that was alluded to or prompted by the GM, so it would mostly involve GMing a high security area, and then letting the players figure out some way to deal with it. Depending on their level it would be higher or lower security as well


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Something not normally in Pathfinder, but I would include a flashback mechanic. Maybe 1 per character, plus 1-2 more if they have a compelling reason (high wisdom/intelligence, character is built around heists, etc).

Then during the heist, if they come up with something they should have done, they can expend a flashback. The character spending it has to do almost everything required, including skill rolls. It's their flashback to talk about how they prepared for whatever just happened.

Flashbacks ideas:

1) hidden weapons
2) forged documents
3) schmoozing an unimportant NPC
4) acquiring "just the thing"

They should be short and to the point. Basically a quick moment to describe how the PC acquired whatever asset they are utilizing at this moment.

I've played a lot of heist games and sometimes groups get bogged down in planning. Players start to chase their own tails preparing for eventualities that aren't even possible. Something like this doesn't negate planning, but rather leaves room for error, allowing the game to get to the action faster.


Put a REAL TIME clock on the table.

Put REAL TIME decisions into play...

If you allow the players to sit around at the table and jaw-off all night while they collectively come up with the optimal step or action for every piece of the puzzle you really wont capture the thrill of it all.

A good espionage/Mission Impossible scenario in PFS was The Disappeared which gave some good cues.


I'm honestly not sure how you would run this.

I've spent a lot more time coming up with "impenetrable" vaults to prevent a heist of any sorts from being successful.

Honestly, I think this really completely depends on how clever your players are, and that's not something their characters can really reflect. I'm not sure how you would begin such a thing.

Scarab Sages

Here's one system that's been mentioned a couple of times before in similar threads. I haven't had a chance to use it, yet, but it seems to have some potential.


I think letting them plot as much as they want, then throwing a last minute obstacle at them, gives them the satisfaction of planning and the thrill of improvisation.

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