Tension is the narrative guardrail that inspires your players to use their brains, not their brawn. If your players could easily brute force their way to a treasure, steal it, and make their getaway without any consequences, they would! But usually, they can’t, and that’s why they’re carrying out a heist. Tension is how you remind your players that they are the underdogs and there will be dire consequences if they get caught or fail to secure their payload.
They’re about those without power stealing from those with power. Heists are, at their core, underdog stories. Keys from the Golden Vaultcontains 13 heist-based adventures ranging from levels 1-11. Collect both a physical copy of these exhilarating heist adventures, as well as a D&D Beyond digital copy when you pick up the specially priced physical + digital bundle! Why Use Tension in Heist Adventures? Here are a few easy ways to sow tension when running your heist adventure.
When running your first heist encounter, you don’t need to over prepare to keep your players on the edge of their seats. Tension is the lifeblood of any good heist. But the most important aspect of the heist genre is quite simple: tension. When first delving into the heist genre, a Dungeon Master may be tempted to get caught up in uncrackable safes, unexpected double crosses, and Catherine Zeta Jonesing through magic laser grids. Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse