Whilst I'm not new to GMing, I am new to GMing specifically non-combat encounters such as infiltration etc. This is mostly due to the folks I've had round the table.
Fortunately, next week I will be running my first non-combat encounter and I am struggling to find ways to make it non-linear or not obvious.
Backstory
The crew around my table escaped from imperial custody and in the process, ended up screwing the hutts and the valarians. This accrued a sizable bounty and now that they have found themselves in a situation where the dust has settled, they can finally work on removing it. Without the ability to pay it off, an NPC i am using as a guide has informed them that if they get access to an 'Imperial Records Terminal' typically used with recruiting and managing civilian and criminal databases, they would be able to delete the official records of their bounty and potentially clear their names. Not an easy task but far easier than paying off their debt whilst on the run. The guide has pointed them to Bestine, an imperial occupied town on Tatooine and they are currently journeying there now via a public shuttle from Dathomir.
GM Notes
- The crew are taking a shuttle from Dathomir to Tatooine. Chances are it'll stop along the way. I am going to have a bounty hunter stumble on board and begin speaking to the crew to try and worm his way into their favor to later betray them. Depending upon how much information they supply him with, he'll lie and try to convince them that he runs a local anti-imperial organisation in that part of Tatooine and if they need any assistance, to let him know. One of my PC's is quite easy to charm by simply getting a beer out and playing some dice. Should work.
- The crew will be running with fake ID's. Due to low funds, they could only purchase temporary ID's which will stop working 72 hours after their first use. These will be scanned as soon as they enter customs at Tatooine (Unless they sneak through)
- The objective is a military compound which, conveniently is hosting a recruitment drive over the next few days which will see the gates open and less security precautions as civilians will be permitted to walk through certain hallways whilst deciding if the empire is right for them. The terminal in question should be behind some security measurements.
- Weapons will be scanned and confiscated upon entering the compound.
The Problem
I can't seem to come up with interesting ways to get access to the system aside from 'Follow officer x after work and take his keycard'.
- What should I be thinking about in terms of NPC interactions?
- How much control should I give my hacking players to bypass security programs and gather intelligence on the base structure? After all - If I give them all the information, things might get dull - I'm not sure
- What should I be thinking about in terms of map design? We don't use a conventional map on the table system but I'm thinking graph paper might be useful for those moments where they do find a map or require one. What obstacles such as doors / etc might they run into? I've never designed a heist and would like to make it as interesting as possible so as to reward all playstyles.
Help me y'all, you're my only hope!
Edited by closecraig