Adventure Archetype: the Heist
Heists are awesome. Ocean’s Eleven, Indiana Jones, Mission Impossible: all adventures where a party conspires to steal treasure from a specific location. In TTRPGs, they’re popularized by Blades in the Dark or Kidnap the Archpriest. But what makes a good heist? A prison escape will serve as an example throughout this article. Prisons provide an interesting location for play due to their close-off environment and strict rules. Well, until players break them both… the Blueprint For a heist, layout is a crucial part. A large portion of the fun comes from planning. Players need a general idea of the prisoner’s layout to create an (in their mind) air-tight plan. A good blueprint provides: multiple entrances, including windows pathway loops throughout the building different factions assigned to different areas locations that store useful tools A heist is different from a combat-focussed adventure. Grid maps aren’t as necessary here. Heists favor a grand overview ...