Make your D&D heist adventures go more smoothly with A HANDBOOK FOR NEW RECRUITS

Make your D&D heist adventures go more smoothly with A HANDBOOK FOR NEW RECRUITS

I have yet to pull off a robbery Dungeons & Dragons, but it seems like a tall order. Being a DM in general can be tough, but making some of the great heist movies and books seem like it creates even more pressure. Jefferson Chalmers wants to help DMs as they approach heist adventures, especially those of Keys to the Golden Vaultwith their recent publication: A manual for new recruits. This supplement outlines new rules and ideas from other RPGs to hopefully help heist games run more smoothly. There’s also additional information you can use like new NPCs, suggested settings, and more to help you flesh out your game’s world a little more. Additionally, there is also a short heist to perform as part of the zero call session The usual suspects.

The “New Recruit’s Handbook” introduces new ideas that attempt to bring the action as close to the ideal as possible through a gameplay style that suggests new tabletop rules and incorporates some of the best ideas from great heist RPGs like “Blades in the Dark”. The result is something that, done well, marries the intricate design of an ingenious plan with the thrilling live narrative action of D&D.

Including new rules for preparing for the heist, gathering information, stealth and capture, objectives and rewards and much, much more.

The Handbook is also designed to flesh out the history and possibilities of the mysterious organization known as the Golden Vault, including suggested settings and backstories, new NPCs, a system for earning reputation and rank, services to help the group execute their missions, and heists. themed tools and rewards.

You can buy A manual for new recruits from DMs Guild (affiliate link) for $5.

by Tommy Williams
Source: Geek Tyrant

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