Heist. The agents must steal something
Briefly: the Bankhaus is an investment bank with a murky past and has offices in several major cities, of which the Conspiracy has control over the Paris and Zürich branches thanks to its control over Lisle Klingemann, daughter of the boss and a senior partner in her own right, and Albert Ahrens, controller of the Zürich branch and Lisle's devoted slave. The Bankhaus is mainly interested in software development companies, particularly in jurisdictions within Europe, though it has a significant sideline in mining, especially in East Asia, a holdover from its former interests.
It has swanky offices, lawyers, a ton of assets on the book and off, and when it makes calls they get answered by senior politicians and members of the financial elite. It almost doesn't matter whether this is a Supernatural, Damned, Alien or Mutant game; all factions are going to want a piece of the Bankhaus whether to get access to its bottomless bank vaults or for more esoteric reasons.
The League of Gentlemen (Criterion)
A heist plot is about the planning, execution and aftermath of one large robbery and most heist films tend to spend more time on the planning and aftermath than they do the execution.
Not that the execution isn’t fun. It’s often the most thrilling part, but in terms of time spent on screen the execution is perhaps 10% of the runtime. The balance is spent on planning and aftermath.
How much is spent where will depend on the kind of story told. In The Asphalt Jungle, a significant chunk of the screen time is devoted to the aftermath because the narrative is noir, and the whole point of noir is the characters not the action. Usually, the aftermath is about the characters’ death spiral or some similar gloomy end state. But the aftermath is where the meaty character drama is hiding, so that’s where the plot spends most of its time. A Dust or Mirrors game will probably follow this pattern.
Whereas a thriller narrative spends the majority of its time on the planning because the planning stage is where the thrills are. The League of Gentleman follows this pattern; the vast majority of its screen time is spent gathering, training and equipping the heist crew. The actual heist is perhaps a few minutes long, and the rest of the film – all twelve minutes of it - is its aftermath. A Stakes game the best fit for a thriller narrative.
One of the tricks of this particular genre is the gathering of necessary materials, effectively a pre-heist before the main event. This plot device assumes there is a species of McGuffin that’s needed before the characters can forge ahead and take the main McGuffin. It almost doesn’t matter what this is; it might be plans, materials, getaway vehicles, but whatever it may be it’s vital to the success of the operation.
In The League of Gentlemen, the bandits need equipment they can only get from the military. Being ex-military themselves they opt to disguise themselves as soldiers, sneak onto a base and steal everything they need right under the garrison’s noses.
In Night’s Black Agents the Preparedness ability is sometimes used to skip past all this on the assumption that the actual breaking-and-entering is the main event. It can be, but it’s just as much fun to play through the various bits of pre-heist preparation so long as the pre-heist involves action of some kind.
If it’s just sitting in a smoke-filled room drawing sketches on the back of a beer mat, don’t bother. If it’s about breaking into the prestigious offices of a world-renowned architectural firm to steal the plans of the vault, or whatever it may be, then go for it.
The shorthand is this: if you can develop a Thrilling version of the pre-heist, whether that means Digital Intrusion, Infiltration, Interrogation or similar, then run the pre-heist. If there’s no way to make the pre-heist Thrilling, then hand-wave with Preparedness.
Much the same principle can be applied to the aftermath. The Italian Job spends little time on the heist itself, but the final moments of the film – the bits that everyone who’s ever seen it remembers – is the aftermath. That’s not because the Italian Job is a psychological character study. Nobody ever hired Michael Caine because he could act; they hired Michael Caine because he looked good on film. The aftermath of the Italian Job is one extended Thrilling Chase sequence followed by what can best be described as a typical British triumph.
From your perspective as Director, play through the aftermath if one of two things apply:
- Either you can make it Thrilling, or
- You’re playing a Mirror game and now’s the time for the grand betrayal.
The final point to bear in mind is this: it doesn’t matter what’s in the safe you’re trying to crack. The audience doesn’t care. What the audience – the players – cares about is getting into the safe and getting away with the loot. So long as you make that process interesting it doesn’t matter whether the agents are getting away with millions of dollars in Nazi gold, the plans of the fort, or the contents of Donald Trump’s closet at Mar-a-Lago. What matters is the planning and the aftermath, not the whatever-it-was they stole.
With all this in mind, let’s go to the Bankhaus.
Bankhaus Klingemann has offices in Paris and Zürich. Let’s say the target is the Bankhaus’ offices in Paris, near the Place de l'Étoile aka Place Charles de Gaulle. Even if your players don’t know Paris all that well it’s a pretty good bet they’ll recognize the Place de l'Étoile, as it’s been in so many films.
This is something you should be striving for. Make the heist location a character in its own right. It can be as fantastic as a Transylvanian castle or an alien spaceship, as historic as the city center of Milan or as Dusty as a racetrack while the horses are running. What matters is, the location is always larger than life. It's a place the agents want to spend a little time in - at least long enough to clean out the safe.
Let’s add a couple layers of difficulty and say that this heist has to go undetected for at least 24 hours after the heist, and that it has to take place within a relatively short time window. Say, between the hours of 4pm to 4.30 pm, Friday evening. It doesn’t matter why; adding extra layers of difficulty ups the challenge which in turn ups the Thrilling aspects of the heist. Maybe Lisle is in the middle of a meeting and can't be disturbed. Maybe there's some kind of supernatural conjunction, or a change in the guard patrol or what-have-you. The thrills are what matter; everything else is gravy.
Already you’ve got a visible, memorable location and the added pressure of special conditions. That’s vital. It’s not enough to be thrilling; you have to be Thrilling. Making it take place in a memorable location helps the players cement the action in their minds.
Now, the final step: add an unexpected dilemma.
In theory you could play an entire campaign this way, each session being about another target, then another. "We found three more names ..."
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