Heist generator: prepping scores that don't fall apart on the first failed roll #2790
eserlan
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Heists are notoriously tricky to prep for a tabletop session. If you map out every hallway and guard, it turns into a brittle script that falls apart on the first bad roll. If you keep it too loose, you end up improvising the entire security grid and panic-closing doors mid-scene.
Following our guide on how to run a heist in a tabletop RPG, I built a dedicated Heist Generator to prep playable situations rather than rigid plans.
Instead of scripting how the players are supposed to break in, each generated job sets up interacting obstacles:
It works across different genres (fantasy, cyberpunk, cosmic horror, sci-fi) and is also available directly inside campaign vaults to tie into your existing factions, locations, and NPCs.
When you run heists at your table, do you prefer giving players a full floor plan upfront, or letting them discover security details through flashbacks during the run?
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