In approximately thirty years of tabletop rpg experience, I have never actually run a heist game.
Played in more than a few, but never designed or ran one.
I may be starting to, now, however.
The concept I have in mind is to give my players a month to plan.
Four weeks before we play each player chooses one skill that they can justify as part of the initial information-gathering stage. I am not sure if I will combine the results or not.
The players will roll the ability, proficiency and any boost dice openly and I will roll difficulty, challenge and any setback dice in secret. They players will only have a sense of the final results but not the full outcome.
Depending on that outcome, they will be given one of three packets:
1.) The failure packet will contain enough useful information that planning a successful heist will be possible, but the amount of gaps, out of date intel and misinformation will make it difficult.
2.) The success packet will be enough basic information to plan a heist. The players still have to plan well but the deck won't be stacked against them.
3.) The awesome packet will contain basic information as well as a few perks mixed in if the players can identify them and exploit them. It still won't be a cake walk.
During the month until game day, the players can review the data, plan and even make additional rolls to explore options, investigate leads and so on. Missteps during this phase can have consequences.
Come game day they enact the plan.
All that leads to this:
Do those of you who have run heist games have any ideas or tips they would be so kind as to share?
Currently my research will largely consist of cherry-picking through episodes of "Leverage".