| Yolande d'Bar |
Looking over the new options in Ultimate Intrigue, I started wondering if there were good examples of either adventures predominately social/interactive (over combat, exploration, etc.) & of heists (specially where you're not expected to kill everyone).
For social adventures, I came up with--
Prince of Redhand (Age of Worms)
Dance of the Damned (Hell's Rebels)
For heists, I came up with--
nothing so far
I'd be interested to learn of other examples, whether for Pathfinder, D&D, or other Fantasy RPGs.
(I'm DMing a group of Barons who are about to spend a week hobnobbing with nobles at Court, and am hungry for stuff to steal from.)
Ectar
|
It's not fantasy, but you could rewatch the Ocean's 11 movies. Switch out all the high-tech with sorcery and the misdirection should still work just fine. Plus, they do a great job with setting the scene for the planning stage of the heist.
Making a plan is cool!
Another plus side, those heists NEVER goo 100% as planned, and your characters' shouldn't either. The best, most tense parts of the heist are when the plan fails and you're trying to make it work on the fly. But for that set-up to work, you have to have a plan that was working first.
| GM 1990 |
DungeonMasters Block Podcast team Mitch and Chris cover this in depth in episode 36, with guest host Shawn Ellsworth of Tribality.com.
Running Successful Heists in RPGs
Can't say enough great things about this podcast. Professional (no off topic or immature distracting antics), system neutral (for the most part), kid friendly (no profanity or adult topics).
Here is also a link to their by episode content. Everything from world building; to using MagicTGathering cards for adventure design; to how to handle PC death.