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- Slyter 3m
- Veleth 30s
- cata 58s
- Dale 10m
- xXShadowSlayerXx 4s
- BubbleKangaroo 6m
- spungkbubble 26s
- JanekSembilan 19s
- meero619 2m
- SmokePotion 2m Right or wrong, I'm getting high.
- Rillem 3m Make it personal.
- LadyLogic 14m
- Vanashis 4h
- Sivartas 18s
- zxq 1m Blackcastle was no ordinary prison.
- NightHollow 10m
And 29 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Heist Framework Tools

These are really pie-in-the-sky ideas that may not ever be practical to develop and may not be compatible at all with existing GM systems, but was my brainstorming for myself about what I thought I would use to create dynamic GM-driven heists for players where a single GM could conceivably support the whole event themselves without having to be puppeting multiple NPCs and making a lot of nebulous decisions about appropriate difficulty and reward in the moment. I just love these plots but I know how difficult they are to arrange and schedule and execute for everyone involved.

Standard response tools. Tools to spawn in standard sets of pre-calibrated sector-appropriate responding memento NPCs to engage the robbers automatically (if appropriate) that could be chosen from different difficulty grades as appropriate to the rough sizing of the players involved, so different skill levels and experience levels of players could attempt such plots at different locations across without GMs having to plan out puppet responses in an all or nothing way every time in advance.

Standard rewards calculator. A tool that a GM couple plug in the names of the players engaged in the plot and, based on skill checks like stealth, thievery, combat, secure tech and maybe others, could get a rough estimate of what rewards could be appropriate for a given heist plot so there could be a consistency of experience across different players and with developing skills over time. Then also the opposite, a calculator that takes a target reward as input and outputs the suggested response in terms of combat respondents and skill checks that should be made.

Standard heist checks. Standard premade behind-the-scenes skill checks that could be based on heist type or location, so for example GMs would be able to quickly give the appropriate player a pre-calibrated skill check to break a safe, or sneak a hand into the register, or intimidate the clerk into giving up the money, without having to either check stats of players directly or know what would be an appropriate difficulty check to make themselves every time.

Casing information guidelines. Guidelines for the types of information that could be passed to players who are seeking out data on what they might need to achieve a certain heist they want to make.

The idea would be to essentially enable different sorts of heists from different locations and with different archetypes of participants (for example an all-muscle smash-and-grab or a stealthy team of safe-crackers, or a mix of them and more) but in a standardized framework so they could be run again and again in different ways without massive amounts of pre-planning and on the date staff resources. Probably quite a pipe dream but maybe it inspires something down the line.

I think this is all pretty good, but I do have the slight concern that even with all these tools players still wouldn't end up using them much, but I'm sure a little bit of nudging could get them going :)

Also, maybe a like minigame or something could be made for cracking open safes or vaults with like a bonus for relevant skills/stats :P