Heist Adventure(s) recommendations

Paladin

Mongoose
Recently had a discussion about the movie, "The Italian Job," and it got me thinking about the potential for a good Traveller session.

Any recommendations on adaptable pre-gen adventures?
(I'm feeling lazy and not wanting to create my own).
 
The only example given by Mongoose so far is the specimen heist in Scoundrel. That looked to be a straightforward B&E job.

No examples of the "Hustle," "Ladykillers" or "Italian Job" kinds of heist, though.

but yeah ... what Mongoose now needs is an Adventure to supplement Scoundrel, titled simply Heist!
 
If it's the PCs pulling the heist, you don't really have to write much, especially if you're any good at coming up with PCs and small details on the fly. You need to know what they are going to steal, where it is, and how & by whom it's protected. You might have to provide a motivation to the PCs to get them to steal it and/or dealing with fencing it.

For me, personally, the only prep I'd do is for the object they were to steal (easy if it's cash or something like gold), maps of where it will be (architecture books and the internet are good sources of easy maps), a decent idea of the security systems and a few dozen NPCs. I might not even do that until I've thrown the bait to the PCs and seen if they take it.

Everything thing else would be determined on the fly while observing the players RPing their PCs planning the heist. Because honestly, in an adventure scenario like this, I really don't see a way to foresee everything the players might do and pre-writing too much could tempt a GM to railroad them.

I would probably sit down before hand for a couple marathon sessions of heist movies like the Italian Job (both versions), Ocean's 11 (both versions), the Ocean's sequels, Rough Cut and even some comedies like the Pink Panther, etc. Whle watching these, I'd take notes on good ideas for security systems, NPCs, etc. By the time I got to the table, my entire "adventure" would probably consist of a couple of pages of scribbled (and probably incoherant) notes, a few pregenerated NPCs and a map or two.
 
You do need some sort of set pieces, e.g. leotard-clad characters hanging suspended by monofilament wires from the ceiling (or by a grav belt), or a car (or grav belt or Air/Raft) chase through ancient sewer systems.

In such cases, you'd need characters with really good Zero-G, Drive (used in the same way as Athletics for foot chases), Comms (to jam police frequencies) and other more esoteric skills to pull off those set pieces. :)
 
Also get the prospective players to watch some heist movies, so they're aware of the concepts you'll be putting them up against.

Highly recommend Burn Notice for all kinds of modern heisty scoundrely agenty stuff. Higly formulaic, but you (and your players) will get a crash course in plausible tricks they can use to overcome various challenges, like converting mobiles into bugs and making makeshift explosions as distractions.

As well as the location of the object in question, the players will also need to gather information about the target, like plans of the building and specs for security, etc. This research could be hacking, or stealing (ID cards, etc), or honey trap operations, for example. So a bit of prep for that bit might be useful too.

The classic heist goes wrong, so maybe a crucial piece of this research is wrong: the plans are deliberately misleading, or the security software has just been upgraded, or some such. Cleveer PC's should plan meticulously, and if they're too effective, everything might well go to plan. It's better that they have to make stuff up as they go along because an important bit of info is incorrect than because of failing a very tough skill check (which if they were clever they'd have planned to avoid).

Hope that makes sense. :)
 
kristof65 said:
For me, personally, the only prep I'd do is for the object they were to steal (easy if it's cash or something like gold), maps of where it will be (architecture books and the internet are good sources of easy maps), a decent idea of the security systems and a few dozen NPCs. I might not even do that until I've thrown the bait to the PCs and seen if they take it.
Exactly. Work. :)
I'm in a state of total mentally drain at the moment and looking for something that I can be spoon fed and adjust.

kristof65 said:
Everything thing else would be determined on the fly while observing the players RPing their PCs planning the heist. Because honestly, in an adventure scenario like this, I really don't see a way to foresee everything the players might do and pre-writing too much could tempt a GM to railroad them.
Agreed. To an extent. There is still plenty of setup that can be done with an open-ended sandbox effect.
 
Oh and for something like that, you HAVE to start it in media res...

"Right folks, everyone got their character, dice and pens etc? Ready to go?

Okaaaaaay then, Stefan, can you make me a Deception check with any dex modifiers, at -4 of course because you're upside down and trying not to trip the sensors..."

"Sorry, I'm doing WHAT?"

:)
 
Loved that movie (the remake).

Of course, one character needs explosive skills and an accident which left him deaf in one ear - oh, and don't forget he's Had. A. Bad. Experience. in the past with a Vargr. :lol:

I actually started a write up for an adventure not-so-loosely based on this flic - it was incomplete though & I'd have to find it...

But it wouldn't really work too well if the players were to recently familiar with the movie and knew you were to.

How soon you planning on playing this?
 
I remember an old Traveller adventure called "Tower Trouble" that appeared in White Dwarf magazine many moons ago.

If I remember correctly it was all pregen'd characters carrying out a heist on a 'beanstalk' tower that stretched into orbit.

It was a bit 'Oceans 11'.

I don't remember which issue it was and I never got around to running it, but was an interesting read.
 
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