Planning the heist game

May 17, 2006 00:38

Based on responses to my last post, I guess a heist game is what people are most interested in, so I've been trying to think of how that should work.
So I talk about it )

rpgs

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Comments 14

lpsmith May 18 2006, 18:27:03 UTC
Hmmmmmm ( ... )

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inkylj May 19 2006, 03:37:26 UTC
This seems pretty reasonable, yeah. I particularly like how involved players are the ones who spend the expected-that points. I note that a second way you might need to spend points is if someone blows a roll (and I do think this game ought to have rolling for the skills, although the difficulties ought to be such that the specialists make the roll about 80-90% of the time). So in that case, do you think the person who rolled should spend the points, or should it still be someone uninvolved? In either case the point would buy a reroll, I think, so someone else spending points would take away the spotlight a bit but not entirely.

I guess what you suggest with improv points is pretty reasonable. I think I'd like to rename them 'success' points or something, and at the end have a final roll-off between the success points remaining and the failure points accumulated along the way (not really sure how they accumulate yet; maybe when people blow rolls or need to skip sections of the plan).

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huskyscotsman May 19 2006, 07:03:38 UTC
I don't know about you, but I'm not assuming that a complete success is inevitable here.

I'm going to throw in Welcome to Collinwood as another genre example. You can probably tell from the plot summary that things don't go smoothly. (It's not a fantastic film but it is worth watching if you like William H Macy.)

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lpsmith May 19 2006, 18:51:30 UTC
I can see success not being inevitable, but I do want interesting things to happen. I can say, as a GM, that the easiest way to make interesting things happen is to make success interesting. It's just a lot harder to make failure interesting. Not that it can't be done, of course.

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