The party is planning to infiltrate a semi-public location – partially open to the public, but with secrets laying inside. Time for a stakeout! This is an attempt at a method that keeps momentum, and helps players with making future plans.

This method involves the following elements:

  • Some kind of time limit. There must be a reason why the party can’t just stakeout forever. Maybe something is happening in x days, or maybe staking out too long risks detection by security.
  • Abstract stakeout turns. The time between start-of-stakeout and start-of-operation is divided into a number of turns during which the party can choose recon actions. I think 3 per day are reasonable.
    • If there’s no hard time limit through fiction, consider adding a kind of risk; after X amount of turns, there’s a 2-in-6 chance of getting detected during stakeout (and the place going on lockdown), with a +1-in-6 increase after every subsequent stakeout.

The core idea is as follows:

  • The target location has a number of intel categories, each with intel levels. The available categories can be most or all of those listed below. The available categories and intel levels are known to the players.
  • Depending on how public the target location is, an intel category might have its 1st intel level revealed by default.
  • By committing time, resources and risk, players can reveal deeper levels of intel.
This idea is very much like Landmark, Hidden, Secret (because Landmark, Hidden, Secret is a really good idea!). The core difference is that there's a clear framework of which elements have Landmark/Hidden/Secret information (the intel categories), and the Landmark/Hidden/Secret information gained is somewhat predefined, to make it easier to apply.

Intel Categories & Intel Levels

PERSONNEL

  1. Raw numbers and basic categories (how many guards, how many civilians)
  2. Distribution (which floors), equipment, general capabilities (rookies, capable, veteran)
  3. Individual details, patterns, weaknesses (“I want to attack this guard, but given that I studied their patterns and training, can I leverage that?” “Sure, +1 to your roll”)

LAYOUT

  1. Basic floorplan of publicly accessible areas, main entrance/exit points
  2. Full labeled floorplan, secondary routes, restricted areas, security checkpoints
  3. Detailed infrastructure (vents, maintenance tunnels, load-bearing walls)

ROUTINES

  1. Opening/closing times, shift changes
  2. Regular deliveries, maintenance visits, client patterns
  3. Individual schedules, break patterns, inspection routines

SECURITY SYSTEMS

  1. Visible measures (cameras, guards, locks)
  2. System types and coverage (alarm types, backup power)
  3. Detailed specs (bypass codes, blind spots, response protocols)

COMMAND STRUCTURE

  1. Basic hierarchy (who’s in charge)
  2. Communication channels and chains of command
  3. Personal relationships, rivalries, loyalties

LOGISTICS

  1. Basic supply lines (what comes in/out)
  2. Storage locations, inventory systems
  3. Specific suppliers, schedules, quantities

COMMUNICATIONS

  1. Primary channels (radio, phone)
  2. Frequencies, protocols, backup systems
  3. Code words, specific procedures, individual tendencies

EMERGENCY PROCEDURES

  1. Basic evacuation routes
  2. Response protocols for different threats
  3. Individual responsibilities, rally points, contingency plans

Stakeout Actions

For each stakeout action, a player character can describe how they plan to stakeout one particular Intel Category. If successful, they gain that level of information. Multiple players focusing on the same Category increase the odds of success.

This can be resolved with Time, Gear, Skill, or with a PbtA-type roll, such as used in FIST:

  • On a failure, the stakeout failed and the next stakeout roll gets a -1. If this happens 3 times, the place goes into high alert/lockdown.
  • On a partial success, the stakeout succeeds (no punishment, as this already took time. This method is more about player choice and -strategy than random chance).
  • On a full success, the stakeout succeeds, and the next Intel Level is revealed as well.

4 responses to “Casing The Joint – A Framework for Stakeouts”

  1. This sounds great. Reminds me of a more formal form of the Engagement Roll in Blades in the Dark. Do you think of it like something that would be used in advance of a heist or job of some kind, or just purely for intel gathering?

    1. Thank you! When I was writing it, I thought, “I bet BitD has something for this”, but I first wanted to see where my “own” idea brought me (That is to say, I’ve read BitD, so there’s a big chance it was part of my inspiration somewhere).
      I think it’s pretty broadly applicable; heists, infiltrations, raids, intel (maybe the job is just to create a file on the place) etc!

      1. My New Year’s resolution was to start recording my hobby and add to the community and this was the topic of my first blog post! (https://terraforminghobbies.bearblog.dev/blades-in-the-dark-post-session-thoughts-gathering-dangerous-information/)

        To sum it up, I ran a more “active” gathering info score by setting the “getting caught” clock against 3 clocks for the different types of information then had the players race to fill up the good clocks before the bad one. It worked well and flowed like a normal score with tension and stress slowly ratcheting up.

      2. Oh, that’s really cool! That’s a really neat way of handling it!

Leave a Reply

Trending

Discover more from Dice Goblin

Subscribe now to keep reading and get access to the full archive.

Continue reading