Having recently talked about mysteries in games and fiction, I now expand on the related genre of spy missions, heists, capers, and con jobs. In Part 1, I briefly looked at some staples of the genre in books, television and movies, then I examined a handful of game systems that attempt to bring the heist structure to role-playing.
In Part 2, I draw elements from these sources to discuss more generally what game masters can do to prepare this kind of adventure in any system. I’ll round this up by providing links to some nifty online resources for the genre.
In Part 3, I will talk about running the adventure per se, and trouble-shooting typical problems.
The Game Master’s Toolbox
Although in Part 1 we looked at five heist-specific games, what if you don’t want to switch to a different system but you want to run a caper or con job to your game? Here are some tools for the GM, which I gathered from the sources discussed in Part 1 and many more.