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It's a fun and creative supplement but at only 4 pages it doesn't really feel worth the (admittedly very cheap) price tag, especially considering how much great free content is out there. It lays out the framework in the most basic way and although there are a few examples they aren't fleshed out as much as they could be. Would be nice if it included a short sample adventure for each caper style.
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Watch the video review before buying. I very much regret buying this. I have no idea how a 4 page suppliment with the most basic information possible gets 4+ stars. In my opinion, I would not download this for free.
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The book was well written and formatted, but it could have included more to help design a good caper.
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It's smol, but mighty!
The only bad experience that I've had running the content in this pdf came as a result of my own failure as DM. It's pretty foolproof, but they mean it when they say that allowing players to cast spells can break it. Seriously, it's not hard at all to run, I just f&$#ed around and found out.
This is a great alternative to run in and fight everything, and even the murderhobos in the group might find themselves trying to be smooth and solve problems with something aside from 59 sneak attack d6's.
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This is an amazing guide! I don't know what I expected, but it makes a lot of sense. It's really helpful to split capers into different types and how to run each type. The mechanics also seem simple enough.
I'm going to use it in my party's fight against a dragon so I'll update after.
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Just used this to run two sessions for my D&D AP podcast and it was so fun! Very roleplay focused experience with minimal combat but lots of opportunities for everyone to find a time to shine. Our timetable almost perfectly matched the one James shared in a comment below. The booklet provides just enough guidance to keep things interesting but doesn't bog the session down with a step-by-step railroaded progression. It absolutely requires the DM to be extremely flexible and quick on their feet, as the players will absolutely come up with a lot of craziness that couldn't be planned for. But as long as the DM isn't afraid to always say "Yes" then this is a very fun way to run a heist. Very satisfied with the purchase.
Sugestion for improvement: As many of the sections have things that alter the following sections, it would be helpful if a short worksheet were included to help keep track of all that. I ended up making my own, but I think having an official one would help ensure a more pleasureable experience and clarify some of the rules as well.
EDIT: To Jimmy, per your request, here's a link to the episode we used the guide in. This is the first of two episodes. We really start to dig into the guide material around the 20 minute mark. Up until then is in-fiction setup. I'll link the next epsiode when it posts. All you really need to know is that there are four gangs that have powerful items, called Eternity Rocks (a tongue-in-cheek nod to Infinity Stones). These two epsiodes detail how the group retrieves the stones from the Fox Snake gang (a tongue-in-cheek nod to the Metal Gear series). If you approve, please feel free to link these epsiodes as an example of how to use your guide, if needed. Note, our show does carry the "Explicit" tag. We're not overly offensive/vulgar, but we're typically not for kids.
Shocking Gasp Episode 34 - Fox Snakes, Pt.1
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Creator Reply: |
I’m so glad you enjoyed! I’d love a link to that podcast where you played once it’s up and running :) |
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I just ran this tonight and it was a rousing success. The process gave each member a chance to shine, and several of their choices suprised me. You will not have fun if you have a railroad or set series of things you would like your players to experience. You need to be flexible and let them come up with plans of their own! This gives them more investment in the caper.
The Flashback mechanic was a hit, allowing the players to change a roll from one skill to another, and in one very liberal use on my side to allow for the placement of one very specific item that made for a very memorable Score Skill Challenge Escape.
This does make for a very improvisational and seat of your pants game that if you are into that sort of thing was great fun for all.
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I ran a game using this file. It was very improvisational, and I don't think it's suitable for every group. However, we really enjoyed it and it was a lot of fun. The structure really lent itself to a game with very little preparation, and it fits very well with the themes of Waterdeep Dragon Heist. I liked it.
I think it needs serious beefing up on how to create complications and how to use them. I think a lot of GMs would need help in that specific area.
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This supplement is unique and exciting on first blush! It offers a blend of heist that is different and makes it possible to actually complete a job within a four hour block. The only thing I knock it for is depth. The supplement is inspired by Blades in the Dark, so maybe the extra depth would be in there, but I found myself as the DM having trouble coming up with a lot of extra prep examples for my group during the prep phase, as well as more help for how to run a "complication" during the actual job. This supplement is well worth a purchase, however! A great and different way to run a D&D session, it is fun for a one shot or a completely different story for your group. But, there feels like a certain vagueness and shallowness to the supplemental rules. Overall, worth a buy and the fun vastly outweighs any frustration, especially for one shots!
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This is a great guide! I've only been able to test it out once, and it went really well, but it was a challenge for my players just because it's a different style of roleplaying. They really had fun with it though and are looking forward to playing in this style again! We plan on using it with our Waterdeep: Dragon Heist campaign.
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I was always a huge fan of 4e's Skill Challenges and this supplement is a great way to use them in your 5e games. If you've tried running a stealthy/espionage type quest using raw 5e rules you've probably come to the same conclusion that many other DM's have...yikes that didnt work. Here's to crime gives you a way to run such a quest in a extremely fun, cinematic, theater of the mind way. It also dramatically shortens and simplifies what would otherwise be a very lame and lengthy quest/session that you'd spend far too much time prepping for. I was able to read and understand these rules only minutes before i used them in a session with tremendous success. My players abolutely loved it. I've been useing them often ever since. Thanks Jimmy. You killed it with this one.
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A great supplement for DMs that want to go outside of the limitations of DnD 5e.
Clean cut information that will be easily understood by DMs of all level of experience. The use of Skill Challenges similar to 4e at the end of the capers are easily my favorite part.
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Got this based on a review from nerd immersion on FaceBook. It is a good way to run a heist. I think it could fit in any game system with only minor tweeks. I love the flash back/insperation. A real 5/5 for me. In my opinion the only thing its mising is a 1 shot mini adventure to try it in.
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Here's To Crime seems to try to make a storytelling game out of Dungeons & Dragons, when those are two different genres and very different styles of play.
I do like the first step, encouraging the players to brainstorm an approach to their goal, whether it's a con job, a heist, or so on. As the author points out, listening to your players telling you what kind of game they want to play is good DMing!
Unfortunately, beyond that point, there doesn't seem to be much in the way of meaningful player choice nor consequences for their actions. The role of the DM is practically abstracted out of existence, as the players are directed to set up situations however they please. This turns the game into a sequence of dice rolls that will naturally match up with whatever the characters are proficient at. If a complication arises, flash back to a convenient reason why that complication is actually no problem at all.
I appreciate that the author has gone way outside the box with this product, and clearly has found an audience that enjoys it! I certainly wouldn't want to detract from that. But if you run a style of game that emphasizes agency, player skill over character skill, and meaningful stakes for the characters involved, you might be disappointed.
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Creator Reply: |
Thank you for taking the time to check this out! I totally get that it's a bit more cinematic/narrative than a lot of tables will be comfortable with- it's for sure not for everybody! I did just want to clarify one point.
You mention the DM being abstracted out of existence, but that's not the case for the piece as a whole. The heist is broken into three phases. The third phase- which wraps up the heist and should take roughly ten minutes of gametime- does in fact abstract the DM and give the players a TON of storytelling control. However, the bulk of the session is in the second phase, which is the heist proper. During this phase, the DM is setting challenges and scenarios the players and characters have to over come, much like a conventional game. (And they do have a "Flashback" resource, which can help them deal with the problem, but not wish it away entirely).
I totally get it's not for everybody, though, and thank you for the review. I'm not intending to argue, just wanted to clarify intent. Even though you didn't enjoy the work as a whole, I'm glad there were aspects of it you dug! |
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This is a fantastic resource. I am prepping to run Dragon Heist and wanted to make the adventure feel more like a Heist movie, and this is a great system. It breaks down how to turn an entire session into a streamlined heist that feels like you are running Oceans 11. It will be 2 dollars well spent.
I would love to see more examples especially with complications.
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