I can think of three major “plot”
structures for an individual game off the top of my head. I put plot
in quotations because I think a properly run game shouldn't have plot
so much as theme, but then again, I'm a big fan of sandboxes.
The three structures are:
Dungeon Crawl- the core components are
combat, exploring and retrieving loot
Investigation- exploration comes in the
form of information and social networks and the”loot” takes the
form of clues integral to the investigation
The third is a blend of the two styles,
the Heist.
Heists usually deemphasize combat and
emphasize loot. Like in an Investigation, exploration takes place
outside of the “dungeon”. To put it another way, while
exploration in a dungeon crawl takes place in the dungeon, with the
players/characters slowly learning the lay of the land as they travel
through it, a heist typically involves the players/characters getting
access to a map of the location before venturing inside. The primary
challenge is obtaining information about the location and then using
it to plan a route or method of metaphorical attack.
The three styles exist on a spectrum of
method to goal oriented, with dungeon crawls being primarily method
oriented, investigations blending the two, and heists taking the
position on the far right of the spectrum as mainly goal oriented. As
an aside, assassinations are structured similarly to a heist, but the
end goal is someones death.
What does all this junk mean for a
game?
Handouts are important. Especially
maps. This gives players information they can all see and reference
while planning. As part of this, an easily accessible reference to
character abilities is very useful.
Improvisation is back loaded on the
part of the GM. The guts of the heist shouldn't be thought up on the
spot, as it may make it difficult for the players to generate a plan.
Complications and antagonist reactions to the plan may be improvised.
Speaking of complications, in other
pieces of fiction, the more the audience knows about the plan of a
heist, the more things are going to go wrong. To make this a gameable
concept, the more the GM knows about the plan, the more complications
are going to take place. This could take the form of a token economy,
players buy information and the GM uses those tokens to buy
complications, possibly in the form of a random roll table.
Heists usually have a complication.
Everything can't go smoothly for the players, or there is not
challenge during the heist itself. To offset this, consider the
concept of the Tilt from Fiasco. While Fiasco games don't usually
follow the narrative structure of the heist, midway through the game,
it introduces a complication called the Tilt. This is something that
helps turn everything on its head. These are short phrases like
“something valuable catches fire” or “magnificent self
destruction” that guide the players into setting up a situation
where everything goes wrong.
Another concept that Fiasco embraces is
the flashback. It doesn't come up much in the rules of other games,
but it is a perfect way for a character to say “I saw this coming”
while keeping the player in suspense.
The GUMSHOE system, with it's concept
of the preparedness skill could easily translate into a set-up for
flashbacks.
Action scenes aren't as important in
the heist model. Think of the Thief video games, combat is dangerous
and loud. If you have to fight, you want the advantage over your
opponent. So while you could run a heist game using something combat
focused like D&D, games focused on investigation might be a
better choice as they hopefully inject more detail into the use of
skills.
Now that we know what a heist is, what
is a heistbox?
Well, like a sandbox game, it is player
focused. It is similar to the ocean-centric saltbox in that it is a
sub-type of the sandbox structure. A heistbox is a game structure
focused around player devised/selected heists and/or games with the
heist structure.
In my regular game right now, I'm
running a sandbox in the hexcrawl style, where wilderness is
traversed much in the same way as a dungeon crawl. I chose this style
because it allowed players to drop in and out without disruption to
the overall flow of the game. A major facet of the game is that the
players wanted to create an organization, in this case, a guild of
adventurers.
A heistbox is the perfect setup for
this. There are multiple examples in fiction and real life of
criminal organizations: the crew from a heist movie like Ocean's 11,
organized crime families, gangs, thieves guilds, and so on.
The framework of a criminal gang also
makes it easy for players to slip in and out of the game. The idea of
a gang comes with the implication that there is a headquarters, or
hideout. My previous sandbox game divided the headquarters role
between the town and a central inn/tavern. Town was a safe area, and
characters couldn't come to harm during sessions where they weren't
present. During play, the characters always started, and planned
their activities for the session from this central tavern, it also
was the location where they gained information about local events and
interacted with some recurring NPCs. My thought for the Heistbox was
to combine the two. Since the action of the other sandbox took place
in the area surrounding the city, it made sense that the city would
be a safe zone. Conversely, the action of the Heistbox takes place
entirely in a single city so they cannot be safe there. Additionally,
when I spoke to my players about the idea of the Heistbox, one of the
notes I made was that they were very invested in the idea of a
hideout, and one of them even mentioned the potential for raids. So
safety is not an option for anyone present at a session. As for the
other players, as thieves and rogues of all kinds, I would imagine
personal safehouses and boltholes would be a common investment,
making their safety a moot point.
In my previous Sandbox, I made use of
the faction turn from the Sine Nomine game line. In between sessions,
I used rules to simulate the power struggles of the various factions
of the region in order to generate content. While interested, it was
time consuming. For the Heistbox, I want to create a set of tools to
easily generate Heists, especially at the player's direction. An
example of this would be, one player saying “I want to pull a bank
heist” or “I want to rob a mafia poker game”. While I could try
to predict the wants of my players, or have them wait a session
before embarking on the heist of their design, it would be best to
have the tools available to generate these situations on the fly. The
second system paralleling the faction turn would be something to
simulate the power struggles of the local factions. My current
thoughts are to create two 'currencies' Reputation and Heat. Law
enforcement factions distribute their Heat among the various criminal
factions, making jobs harder for them. Criminal factions gain
Reputation at the expense of the other factions (representing the
transfer of power and standing in the criminal underworld) for their
jobs. Jobs would be simple, one chosen per 'faction turn' and from a
specific list of general jobs, like burglary, heists, protection
rackets, or smuggling. Law enforcement would then distribute Heat and
the factions would make a single roll. The players would also
interact with this subsystem as a group, build/losing Heat and
Reputation based on their performance which would apply to the other
factions before they took their turns. These are just my current
thoughts and it's likely to change as time goes on.
As I develop the setting and rules for
the Heistbox, I'll try to post them here so you get a glimpse of what
I'm building in real time, and my process for designing them.
Further Reading/Listening:
Writing Excuses Podcast:
http://www.writingexcuses.com/2012/06/17/writing-excuses-7-25-writing-capers/
Transcription of linked episoder:
http://wetranscripts.livejournal.com/60653.html
Hollowpoint:
http://www.vsca.ca/Hollowpoint/
Makers of the GUMSHOE system:
http://pelgranepress.com/
Sine Nomine:
http://www.sinenomine-pub.com/
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