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
- Raw numbers and basic categories (how many guards, how many civilians)
- Distribution (which floors), equipment, general capabilities (rookies, capable, veteran)
- 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
- Basic floorplan of publicly accessible areas, main entrance/exit points
- Full labeled floorplan, secondary routes, restricted areas, security checkpoints
- Detailed infrastructure (vents, maintenance tunnels, load-bearing walls)
ROUTINES
- Opening/closing times, shift changes
- Regular deliveries, maintenance visits, client patterns
- Individual schedules, break patterns, inspection routines
SECURITY SYSTEMS
- Visible measures (cameras, guards, locks)
- System types and coverage (alarm types, backup power)
- Detailed specs (bypass codes, blind spots, response protocols)
COMMAND STRUCTURE
- Basic hierarchy (who’s in charge)
- Communication channels and chains of command
- Personal relationships, rivalries, loyalties
LOGISTICS
- Basic supply lines (what comes in/out)
- Storage locations, inventory systems
- Specific suppliers, schedules, quantities
COMMUNICATIONS
- Primary channels (radio, phone)
- Frequencies, protocols, backup systems
- Code words, specific procedures, individual tendencies
EMERGENCY PROCEDURES
- Basic evacuation routes
- Response protocols for different threats
- 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.






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