Rules Index | GM Screen


Mastering Intrigue / Heists / Running a Heist

Planning

Source Ultimate Intrigue pg. 122
Running a heist involves players becoming more proactive about the adventure, and just as a GM needs time to plan the game, the members of the party need time to figure out how they want to execute the heist. A team typically spends as much time—or more—scouting, reviewing, and refining the different facets of the heist plan as it does actually pulling it off. The teammates sort out and account for every point of the plan, to the best of their ability, well before the moment of execution.

Every heist starts with a goal. Perhaps an NPC hires the characters to do the job and leaves how to proceed up to them. Perhaps a veteran thief needs a few extra members for his crew for a one-time gig. Maybe the characters conceive of the heist on their own, because it’s the only way to further their aims.

Once they decide upon a goal, properly planning a heist takes reconnaissance and research. The characters must learn everything they can about the location and defenses of the object or person they have chosen to acquire. They could watch and observe the patterns of guards. They might find NPCs who know important information about the goal’s location, such as its layout, or special guardians or magical protection. Only once they have assembled all the information can the true heist planning begin.

A GM’s primary role in this planning stage is to be the PCs’ eyes and ears, answering questions, introducing plot twists, and describing the details of their target’s status quo, so the players can best plan to disrupt it. A GM should avoid the temptation to lead her players as she might with a more traditional adventure, instead taking notes and planning to adapt any obstacles she prepared ahead of time to the PCs’ scheme. Much of the fun in a heist lies in problem-solving and taking control, and while some GMs and players love the heist’s planning stages, others will find them dull. A GM should strive to keep all her players engaged, and if one or two players seem distracted, pulling them aside to run a short reconnaissance encounter while the rest of the party continues planning can help them contribute in ways they will enjoy.

GMs may wish to include an NPC as the initiator of the heist or a knowledgeable ally who can help the PCs develop their plan. This allows the GM to provide the players with information about the defenses they’ll be going up against and potentially steer them away from obsessing over truly trivial details or ambitious plans they could never pull off. Such NPCs should serve as advisors rather than leaders, and never railroad the characters directly, especially if they show the confidence to handle things on their own. The NPC’s role is to nudge the PCs in the right direction if they seem unsure of themselves.

Planning at the Table: The process of planning out the heist might take up the majority of a game session. GMs should let the players do most of the talking, while answering questions and roleplaying NPCs. The players should be fully invested in this phase and refining ideas as they go, but if player interest begins to lag, the GM can prod the PCs forward with suggestions and deadlines or convince them they’re ready. In the end, though, it’s up to the players how involved they want their planning to be and how many contingencies they want to cover. If they choose to go in with limited information or a loose plan, there could naturally be consequences, but a GM should never unduly punish her players just because she thinks they could have planned better or because they didn’t consider everything she thought of. Because of the nature of the GM’s very personal oversight of the game world, it can be easy for her to get the false idea that certain parts of the situation she has erected are obvious to the players.

Simple heists involve shorter planning sessions, with most of the information the PCs require available immediately. For a moderate or complex heist, the planning stage might involve some small scenes, including interacting with NPCs, gathering information from a community, or scouting out the location where the heist will take place.