Possible Heist

By kaldorain, in Game Masters

Alright so I've been playing a lot of Payday 2... A LOT. I am wanting to do something like that for my campaign as it would add a lot of credits to the party to help get started, be intense, and of course obligations out the wazoo. My question is what planet and target would be the best? I want it to be challenging but since they are new PCs something of an Imperial armory is out of the question. I was thinking Ord Mantell(I honestly don't know a lot about the planet aside from Racer and Wooliepedia) or Socorro (Gang stashes possibly?)

I also assume that banks don't exist in Star Wars? (judging from SWG experience)

The mission obviously goes stealth at first, if that fails it will be a combat rush, mainly missed shots for cover, and then into a high speed chase? This gives the group an overall shared obligation, fueling teamwork.

Banks do exist, but electronic currency is traceable.

Sounds like a great Session 0.5: Origins. Could be a lot of fun, and gives you something past, "5 strangers met in a bar and started a smuggling company"

If you want to do classis EotE, than a ship is a good starting heist. Or, come up with something hyper-valuable that their client is willing to give them a starship in exchange for. In that case, rare jewels, jedi or sith artifacts, artwork from lost civilizations and the like are all good marks.

You can bypass some of the "could they do this at first level" issue by having their 'employer' pull a series of strings to set up the heist for them, so it drops from impossible to plausible. Things like getting them keycars, ensuring the area is low on guards, giving them false identities with a reason to be in the area, etc.

Also, banks exist - and in most civilized areas people are on an almost entirely cashless society.

SWG had banks! Those little sets of terminals where you could withdraw your money or your stored items :)

But seriously, I'm not an expert on heists but I dont' think it'd take much work to translate most heist stories into SWG. There's even a novel, "Scoundrels", where Han, Lando and a group of others work a big con to steal some valuable goods from a wealthy guy.

I seriously recommend "Scoundrels" the novel. If you have any doubts to its utility, Timothy Zahn wrote it. :) Heck, just the ideas for countermeasures to thieving PCs was worth it for me. Of course it's a fantastic story and shows just how screwed up something simple like a heist can get.

If you have players willing to accept hot openings, (which I personally find a wonderful way to start a game), I'd even consider starting the game at the point where things go wrong.

"You've spent six months in planning this operation with Mr. Johnson, and this is the moment you've been waiting for. Deep in the vault Te'lax picks the lock on the secure case and opens it, revealing the bright glow of glorious treasure. The moment is ruined a second later as the alarm starts to ring."

I ran a con artist game in Star Wars for 4 years, so I can talk a lot about heists in this setting. Some heists that my players have pulled off have been: stealing artwork from an Imperial governor's palace on Eriadu, stealing an Acklay for a Hutt from a gladiatorial arena on Nar Shaddaa, stealing shipping information from secure offices on Coruscant, and robbing a casino. There are a lot of valuable commodities that can be stolen beyond credits and weapons.

The main question to ask when preparing for this session is "how involved do your players want to be in the planning?" Some players may have no experience with heists, and not feel they have anything to contribute to a plan, while others may get as much enjoyment out of planning as they will pulling it off. One of the most fun parts, though, is when they go in with a solid plan and something goes wrong, forcing them to improvise. In these situations, realistically, the odds are stacked heavily against them, so I'd recommend allowing them some leeway if they are coming up with clever and cool ideas. After all, a lot of the fun of a heist is the slick, clever feeling of having pulled it off, and some of that is lost if it degenerates into a hit-and-run shooting affair.