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Casing The Joint – A Framework for Stakeouts

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:

The core idea is as follows:

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:

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