How to Beat GTA Online Diamond Casino Heist Guide

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All Gangs in GTA Online

This post is about the 5 street gangs, 1 biker gang, 5 mobs and 2 cartels in GTA Online I didn’t include security organisations/mercenaries/militias (unless they’re hired by crime kingpins like El Rubio’s Cartel for example)
This simply about the groups, their attire, their gang-type, their overall territory and their main hangouts. Basically a simplistic overview. More in-depth posts about sets and smaller hangouts will be coming soon. Introduction over, let’s get into them:
Families: African-American street gang. Their territory includes the Chamberlain Hills and Strawberry neighbourhoods. Chamberlain Hills is a hotspot. They wear green. Rivals with the Ballas, and also Vagos.
Ballas: African-American street gang. Their territory includes all of Davis. Grove Street’s cul-de-sac is a hotspot. They wear purple. Rivals with the Families and Vagos.
Vagos: Hispanic street gang. Their territory includes Southern and Central Rancho and the Cypress Flats. Rancho Projects as well as their hangout in the Cypress Flats are hotspots. They wear yellow. Rivals with the Ballas, Families, Aztecas and Marabunta Grande.
*Aztecas: Hispanic street gang. Their territory includes just 1 block which is East of the Hospital, North of the Impound and West of the railway line, but they have very little presence there, as they rarely spawn. They wear cyan. Rivals with the Marabunta Grande and Vagos.
Marabunta Grande: Hispanic street gang - However unlike the others which are Mexican, the Maras are Salvadorian. Their territory includes El Burro, Southern Vespucci and the Northern part of the sewers. Hotspots are El Burro, Vinewood Sewers and South Vespucci. They wear blue and are easily identifiable via their full face tattoos. Rivals with the Aztecas, Vagos, Kkangpae/Korean Mob, Triads/Chinese Mob, Armenian Mob and Lost MC.
The Lost: American motorcycle club/biker gang. They have a clubhouses in East Vinewood, hangouts in North Chumash and Grapeseed, as well as the Stab City trailer park, which are hotspots. They wear black leathebiker clothes. Enemies with MM's Cartel and Marabunta Grande.
*Armenian Mob: Armenian Crime Syndicate. Their territory includes a large portion of La Puerta. The Scrapyard is a hotspot. They wear Mafia clothing (suits or leather jackets, with younger members dressing more causal). Don't really have any enemies, although seem to be mild rivals with the Marabunta Grande.
*^ Kkangpae: Korean Crime Syndicate (Although they function like more of a street gang). Their territory includes Little Seoul. Ginger Street is a hotspot. Younger members wear either hoodies or worn out zipped up jackets with either joggers or worn out jeans, middle aged members wear full suits with or without a suit jacket, and elderly members wear smart trousers and either a dress jumper or a dress shirt, with greying hair and occasionally balding. They are strong allies with the Triads, and share turf with them. They are somewhat enemies with the Ballas.
*^ Triads: Chinese Crime Syndicate. Their territory includes Little Seoul. Ginger Street is a hotspot. Younger members wear branded hoodies and unzipped jackets with noticeable collars, middle-aged members wear zipless coats and T-shirts with worn out jeans, and elderly members wear grey or black chinos/trousers with a tucked in shirt, with or without a leather-looking jacket, and often have greying hair They are strong allies with the Kkangpae, and share turf with them. Not really enemies with anyone.
Bonelli Crime Family: Italian Mafia Crime Family. It’s revealed in the story-mode that they own the majority of construction sites in Los Santos, although they cannot be found there. They wear suits. They are allies with The Professionals (A Private Militia). Enzo Bonelli likely hires The Professionals for security, to guard his business, this is likely due to the Mafia not having many members within LS. We know this as the Professionals appear at several construction sites for gang attacks in Online, including the one west the story-mode mission take place. It could be that the Professionals are the Mafia, or perhaps a private militia owned by Enzo Bonelli (the same way El Rubio and the Duggan’s have private forces) which is possible.
+Duggan Crime Family: Corrupt A corrupt Texan Crime Family. They currently own the Casino. They have a private militia, who are dressed, equipped and organised like security. They’re only found during the penthouse missions and Diamond Casino Heist.
Martin Madrazo's Cartel: Hispanic Cartel. Located in Fluente Blanca, which is a hotspot. Don't really have an rivals, but are enemies with the Lost and Ballas. Martin Madrazo leads this Cartel.
+El Rubio’s Colombian Cartel: Colombian Cartel. They supply Martin Madrazo and his Cartel. They appear to be a private militia owned by El Rubio, as they’re dressed, equipped and organised almost like a private army. They’re only found during the Cayo Perico Heist and a random event which can happen in Online where you steal a key from a drunk member.
Key:
Only in Online/not in Story-mode = +
Don’t spawn at their free-roam hangouts in Online/only spawn at their free-roam hangouts in Story-Mode = *
Share turf with an allied gang = ^
submitted by Woody2Eddy_N22-N9 to GangDatabaseGTAOnline [link] [comments]

[Concept] Los Santos Gala Heist

I know this is probably gonna die in new, but I got an idea for a heist inspired by Ocean's 8.
The Los Santos Gala Heist is a heist inspired by the Met Gala heist in Ocean's 8 where you steal a necklace off the neck of a celebrity. This heist will star characters from previous gens of GTA games and a cameo from Debbie Ocean herself, and will be played by 1 to 4 players, each choosing roles from four: nutritionist, busboy, journalist, chef. Vacant roles are filled out by crew members, some who are in for free, while others might take money or missions to convince.
Storyline: It is [year when heist is released], and Daphne Kluger(voiced by Anne Hathaway) has arrived in Los Santos Looking to start a newfound life with new wealth as Poppy Mitchell has become famous in the mainland US, causing Daphne to wash up. After much research, she finds that a priceless necklace from De Koch Diamonds usually hidden under a vault 50 feet underground is being exhibited at a museum, and will be worn by Poppy Mitchell(yes, her) at the Los Santos Celebrity Gala held at Davis City Hall. She enlists you to help find a crew of seven to help steal the necklace right off her neck. But the necklace is being guarded, and you must find a way to get it.
In the heist, you and your crew must big-con your way into the Gala. The heist goes as your hacker of choice gets through the camera feeds and marks the blind spot. Then, the player or crew member masquerading as a nutritionist spikes Mitchell's soup in the kitchen and delivers it to the busboy who then delivers the soup to her. As Mitchell dashes for the bathroom, the player or crew member disguised as a busboy must tail Poppy on foot as she reaches the bathroom, but her guards will be unable to enter.
The 'busboy' must then follow a new set of instructions involving the rotating magnet as a new type of hack they must do, and once the necklace is off the busboy must leave the area. Once the busboy leaves, Poppy will emerge from the lavatory without her necklace. As the nutritionist, now under a formal celebrity dress disguise picked up in the blind spot outside the lavatory, leaves amidst a crowd, the player masquerading as a journalist, who has a fake necklace on hand, must plant the fake in the moat nearby. Without being seen, the 'journalist'takes it out of the moat before a guard opens the toilet door where the chef hides to cut the necklace into four pieces, signaling for everyone else to come back as it was found.
The busboy must then stealthily hand over the necklace to the chef as the nutritionist leaves, and the chef must hide in a toilet inside the kitchen before the crowd leaves. The chef must use a pair of tweezers to cut the necklace, while being careful not to damage the diamonds. As the previously mentioned guard approaches the toilet, Lou gives a warning that the guard is about to break oipen the toilet door. Upon this, the journalist must plant and fish out the fake, turning the guard's attention away. The busboy then enters the toilet, and the chef hands the necklace over to them. The busboy must then hand the necklace over to the rest of the crew. The busboy, chef, journalist and nutritionist then leave via the crowd. Before this their weapons must be left in the by the entrance before the security checkpoint, and they pick up a new set of weapons outside. The necklace must then be delivered to the Villa base the leader purchased in a clean getaway vehicle that can range from a Taco Van to a custom Weazel News Rumpo.
For the CPU players hired for 2-3 players, they can range from characters like Pavel as a chef to Lazlow as a journalist. As for support crew like the Casino heist, characters like Georgina Cheng and Lester Crest as hackers to gunmen like Karl Abolaji and Charlie Reed make appearances. Rose Weil can be hired for free to make a dress that can track Poppy's health conditions and prepare for the vomit moment in advance, but she will take a good portion of the cut. Optionally, characters from Ocean's 8 like Nine Ball as a hacker and Amita as a 'chef' can be hired, but three missions must be done for them to unlock them as hirables(Support crew take cuts, but CPUs are treated like players in terms of cuts.). They take the highest cut, but make the take worth higher.(Nine Ball has a special ability among the hackers: she can create blind spots by editing cameras.) Optionally, The Amazing Yen can be hired for $3.5 million to steal secondary targets worth 6 million dollars max. The success rate and how much he takes depend on the four players' situations. If detected, Yen will get less and join the fight. If he gets wasted, you collect the targets from his body and run.
The secondary targets can be worth more in total than the necklace. The players cam steal them, but they will have to kill guards and, if Nine Ball is not hired, take out security cameras. The loot bag size is limited, though, just like the Cayo heist. Once the heist is done for the first time by the leader, Debbie Ocean shows up at the leader's Villa and congratulates them. She tells Daphne at the villa that the Gala will be held again, but with a different primary target on a different celeb: these range from a watch worn by Tyler Dixon to Cloe Parker's engagement ring, which she wears to the Gala.
The potential take can reach 1.5 million for 85% cut for a player if secondary targets are untouched, but can reach 7.5 million if Yen succeeds in getting everything. Cuts for support crew range from 5% to 10%. An Ocean's 8 character, however, will take 15%, take it or leave it. CPUs take no cut at all, however, so players don't complain about losing money to CPUs.
I hope you liked this heist concept. Let's updoot it enough to reach Rockstar's devs!
submitted by ElsonDaSushiChef to gtaonline [link] [comments]

Teen Titans #8 - Who is Cassie Sandsmark?

Teen Titans

In Illumination
Issue Eight: Who is Cassie Sandsmark?
Originally posted January 2018
 
 
Blüdhaven wasn’t good for much. An old whaling town, the dirty, industrial cityscape was later transformed by wealthy, criminal investors, building its industrial district into a neon paradise, a city-sized casino idyllic as long as you never looked beneath the surface.
And though the Teen Titans were almost always preoccupied with minimising the rampaging of emerging metahumans, they would often strive to tackle the crime that lurked in the shadows cast by the neon lights. One such criminal was André LeBlanc.
See, the smarmy and greasy Angel Marin, one of the ‘philanthropists’ so cherished in Blüdhaven had held an exhibition to show off the depths of his riches, including his star piece: the Night Diamond, a priceless gemstone. This naturally presented a challenge for the self-styled ‘world's greatest jewel thief’ LeBlanc.
He was a wanted man internationally due to his masterful skills and cutting edge tactics, but targeting the home of such a dangerous man as Angel Marin, LeBlanc was - even to his own admission - pushing his luck.
The thief darted silently down the crime lord’s corridor, his footfalls suppressed by his rebalancing boots and his hi-tech jumpsuit hiding him from thermal sensors despite its garish white colour. On his cracked face sat a green monocle, which LeBlanc used to scan for traps in real time. As he ran, LeBlanc gripped the azure jewel tightly, the diamond no bigger than a golf ball despite its exorbitant worth. The man’s agility and resolve was unmatched for someone of his age, but unfortunately his resistance came in the form of three meddlesome teenagers.
Angel Marin slept soundly in his bed, LeBlanc having eluded all of his security, but the Teen Titans had already seen the thief’s approach. Thanks to a recent upgrade to Cyborg’s tech, the teen was able to piece together a wealth of technological information sources to track LeBlanc all the way from his previous heist, and now they were moments from thwarting him.
LeBlanc pushed into the drawing room, the window he had entered through still cracked open. But as the man emerged through the open doorway, the oak door immediately pushed shut. The thief turned back towards the door, drawing a glowing, white knife to slash out at whoever had pushed the door to, only to find an empty place. Furiously, he pivoted back toward the window, now to find the shadowy figure of the blue-clad vigilante blocking his path. Nightwing. LeBlanc threw his arm out, slashing at the slender assailant, only for Nightwing to strafe aside with a boastful cartwheel. “No thanks!” Nightwing spat, springing off of the ground and throwing himself at the thief. Quickly, he struck with his twin sticks, aiming to disarm the thief as well as snatch the stone from him in one fell swoop, but André wouldn’t unhand his prize so easily.
The thief swung out once more, with Nightwing this time much closer. Before the vigilante could bounce back, he cried as the searing hot blade streaked across his chest, cutting through his black-and-blue armour as if it were butter, exposing his pale and bleeding flesh.
“Heh.”
Recoiling, the vigilante brought his hand across his chest, wiping the blood aside before clutching at his sticks once again. Nightwing leapt vertically and hooked his sticks around the industrial-looking chandelier above, using it to fling himself across the room to intercept the white-clad thief who continued his way to the open window. He landed and - stick still in hand - threw a fist out, striking LeBlanc cleanly in the nose.
The thief staggered, dazed. He would have just shot the kid if he had even brought a gun, though in his line of work a firearm was such a clumsy weapon. Narrowing his gaze on the dark figure he faced, LeBlanc focused himself. How strong could one kid be? Arrogant as ever, he then threw his knife aside and slipped the Night Diamond into his white satchel. He brought up his fists, ready to exchange blows.
The two men clashed, and quickly LeBlanc began to impress Nightwing as he dealt fast and powerful strikes. As they traded attacks, blocking and leaping up and down, they almost seemed to dance with each other, with LeBlanc using his streamlined gauntlets to deflect strikes from Nightwing’s escrima sticks. But LeBlanc caught Nightwing off-guard when he delivered a spinning kick to the vigilante’s head, flooring him with a manoeuvre Nightwing never would have expected from a man approaching forty. Though as LeBlanc turned away with a sneer, seemingly having bested the Gotham crimefighter, he turned to find himself face-to-face with none other than a towering, green gorilla. With a single punch, he was out.
“You know, I don’t know why you didn’t just let me just punch him sooner,” Gar grinned, morphing back to human form. As he rose from the ground, Dick produced a pair of black boxer shorts from his belt compartment, unfurling them and throwing them the way of the nude, green child as if it were a regular occurrence (which, by this point, it was).
“That’ll be because we’re sitting in the house of a dangerous gangster,” Dick smiled coolly, his hand pouring over his throbbing head, “Ever heard of ‘lowkey’?”
“Ah, you got me there!” Gar exclaimed, slightly quieter this time, “I’m many things but lowkey isn’t one of them.”
“Nice work though,” Dick replied, before activating his communicator, “Cyborg: you still on overwatch?”
Beat.
“Cyborg?”
Vic spluttered, suddenly bursting in over comms, “Yeah. Of course, sorry just got distracted by… things...”
“Finlay,” Dick continued, “Of course. I’m sorry. Look, head back to the roof of Iris Cove Casino, and we’ll regroup with you there.”
“Got it.”
Since Dick had discovered that it was an associate of Vic’s father, Jacob Finlay, who was responsible for stealing the Cyborg blueprints, as well as springing the metahumans that almost killed Vic, he had wanted nothing less than see the crooked physicist see what was coming to him. But what he couldn’t have expected was for the doctor to turn up dead - his neck wrenched - in Gotham River. It was a tragedy, and not at all what the man deserved.
The Teen Titans had attempted to follow up on the death, but had found nothing. That was until Dick received a clandestine call from Silas Stone.
 
♦ ♦ T ♦ ♦
 
The fifteen-year-old Cassandra Sandsmark emerged from the Music Box Theatre wide-eyed, her mind blown. Growing up in Buckinghamshire, England, Cassie had always dreamed of seeing a Broadway show, and it was every bit as amazing as she had expected it to be.
Her mother was an archaeologist, and therefore was often away for long periods of time, and when Cassie wasn’t couped up at her boarding school, her grandparents were too old and untrusting - despite their riches - to fly her out to New York. And though Cassie had finally gotten her wish, it was through the most distressing of circumstances. Now, though Cassie was raised by a strictly Christian family, she always found difficulty in believing in a God for one reason or another, so imagine her surprise when she was visited by the image of what appeared to be an angel, imploring her to flee to New York City, of all places, that she was being hunted and would only be safe within the bounds of that city so far across the pond. No answers, only urgency.
And so, the Fear of God firmly instilled in her, the fifteen-year-old stole as much money as she could from her grandfather’s bank account and grabbed the first plane ticket to the United States.
Though Cassie honestly didn't know what to expect. Upon arriving in the ‘greatest city in the world’ she had heard nothing from the otherworldly figure that had addressed her before, and she quickly began to realise that she couldn't occupy herself in her hotel room for very long. And hence, she decided to indulge herself in an overpriced visit to Broadway, and it was worth every penny to the young girl.
But now Cassie was lost once again. Cars hurtled past her along the wide road, as monolithic buildings stretched high into the jet black sky. There wasn't a moment of silence, the city filled with a cacophony of noise, even at this hour. Quickly, she pushed over to the nearest taxi, pulling her red hoodie up tight over her slender shoulders to keep out the quickly emerging chill. As the driver rolled his window down, Cassie doubled over, peering through the window to address him.
“Hello? Do you go to the White Ram Hotel?” she chirped in a polite tone.
“Do I!?” the driver exclaimed. He was a middle aged man with olive skin and a sleazy black tracksuit. “This ain't the subway. I’ll take you anywhere you want, hot stuff!”
“Excuse me?!” Cassie cried, pulling herself up. Sure, she was more developed than other girls in her year at school, but she was only fifteen. Surely he could see that! Right?
“I love me a British accent,” the driver sneered, “Say somethin’ sexy and I’ll give you half fare!”
Cassie was flustered and infuriated. Slamming her foot down on the pavement, she pushed away. “I’ll think I’ll walk, thank you very much!!”
And so Cassie took off down the street, walking against the flow of heavy traffic, the sounds of the city growing more fierce. Quickly, the black of the night seemed to slowly seep in around her, the darkness consuming her, but Cassie kept plodding on towards the White Ram.
As Cassie walked, a enigmatic presence lurked in the distance, watching her; stalking her from the shadows. There was a quality to Cassie, something powerful that just made her unignorable, something that called to the presence in the dark.
Unbeknown to this, Cassie continued on, eventually coming to pass the exterior of an old Irish pub that stretched along the street. Nervously, Cassie pulled up the hood of her red hoodie and picked up her pace, the footfalls of her black Chucks growing heavier against the concrete sidewalk. Something she’d call the pavement.
Though Cassie wouldn’t get off so easy as from the pub, right as she passed its doors, emerged three men of varying levels of intoxication, all swaying with the breeze. They each looked around thirty and each similarly struggled to keep their balance as they poured out onto the street. Quickly, one caught a glimpse of the young girl attempting to hurriedly make away, catching the side of her face as she walked past. “Hey!” He blurted out, steadying his lacking weight on his friend’s shoulder, bottle in hand. “You’re very pretty!! You should be… v… very proud.”
She ignored him and continued down the street, still a while off the next corner.
“Hey–” he repeated before bursting into a cry, “I SAID HEY!!”
Cassie jolted, glancing over her shoulder for just half second, enough time for a few of the boys to catch her eye. She turned away and continued on.
“HEY!!” Another man called after Cassie, this time annoyed, “He’s talking to you!!”
“Fucking bitch…” the first man mumbled to himself.
“No!” the third man called out, pulling the first man forward and snapping him out of his sulk, “N– No she doesn’t get to ignore you like that!!”
The third took off in a sprint after Cassie, continuing to define call out, “My friend wants to talk to you!!”
The first and second men looked to each other, too drunk to roll their eyes, and began to stumble after their leading friend. Cassie looked over her shoulder once more to see the three men clambering towards her. But before she could run, the man threw himself in the way of her path.
“No need to be rude…” he grumbled, his friends then catching up behind.
None of the men were cruel, but all were plenty menacing as they surrounded the 15-year-old girl, who stood alone and afraid in a city mostly unknown to her.
“Get out of my way…” Cassie seethed, her breath unsteady as she pretended to be as tough as she could muster.
“Ah! British!” exclaimed the youngest of the men, the one who had first noticed Cassie, “I like British!”
He placed a hand forcefully on Cassie’s shoulder as she faced away from him, and pulled her around to face him. “C’mere.” Instinctually, Cassie reacted, flinging herself back, and crashed into the chest of the man who had first pursued her.
“We ain’t gonna hurt ya!” the crushing man cried, only for Cassie to react by delivering a swift kick to the man’s groin. He fell quickly, groaning in pain.
“What the fuck, lady!?”
The man behind her jostled Cassie’s shoulder, threatened and enraged. Taking no shit, Cassie turned socked the man in the jaw, causing him to stagger back.
“Stay away from me!!” she cried before punching him once again, unaware of the third man behind her as he drew a knife.
But as the man threw himself forward to slash out at the increasingly violent young girl, out of nowhere flew a glowing gold chain that seemed to magically wrap itself around the wrist of the man’s knife hand. And with one quick tug, the man went flying several feet. Though as Cassie turned to see just what had occurred behind her, she saw not the floor assailant, but a woman, tall and draped in black, her skin lightly tanned and her hair as dark as her plated armour. “You need to come with me.”
 
♦ ♦ T ♦ ♦
 
The next morning, Dick Grayson pushed hurriedly through the S.T.A.R. Labs security checkpoint, already a registered visitor at this point. He didn’t know the cause of Silas summoning him, but he had guessed from the police cars lined up on the street outside that the scientist likely had information regarding Finlay’s death.
And as Dick entered the central lab, he was implicitly proved correct as he found Silas seated, the figure of a tall, muscular man in a beige coat and a black-banded, white cowboy hat. Immediately, Dick recognised the lone policeman as NYC Sheriff Saunders. It was rare that the man ever came out to investigate first hand since his election, and he and Dick had never crossed paths, especially while the latter was Nightwing.
“And… Dr Finlay: any reason to believe he had any enemies?” the Sheriff spoke in a gruff, deep tone, befitting of his fearsome silhouette and his fifty years of smoking. The man was no nonsense.
Silas took a second. A part of him wanted to pretend the man was a saint, but the truth was that he was far from it. Similarly Silas knew that what he had to said could incriminate himself, but was already worn down by the death of his coworker and his son shunning him for a second time. He had no time for lies.
“It was... I strongly suspect it was Finlay who allowed the meta thief - Selinda Flinders - to break into the lab. There, she not only freed her brother but also stole my blueprints for the cybernetics I used to treat my son from a safe that only myself and Finlay knew even existed.”
The Sheriff took a deep breath, still unaware of Dick standing in the doorway behind him. Carefully, he jotted down some notes in his small paper pad. “And what would Dr Finlay have wanted those… blueprints for? Industrial espionage?”
“No,” Silas sighed, “He wanted them so that he could save his brother the way I saved Victor, despite all my protests that the technology wasn’t ready.”
“His brother: This is Arthur Finlay, correct? Paralysed after a burglar attacked him in 2006.”
“That is correct.”
Saunders paused and took another long, deep breath, before launching into hurried speech. “Now it’s funny you should mention that as Arthur Finlay was nowhere to be found when we visited his estate earlier this week. Odd for a man who can't wipe his own ass.”
“What are you saying?”
“I’m saying it’s entirely possible that Dr Finlay– that Jacob succeeded in ‘fixing’ his brother.”
Beat.
The Sheriff smiled. “But that’s for me to chase up. Sorry, I shouldn’t have divulged that with you, - it’s as of current - entirely unfounded.”
“It’s fine.” Silas smiled tiredly, “We can all speculate. Now, if you don’t mind, I have another visitor.” Silas gestured graciously towards the door, where Dick Grayson was standing.
Sheriff Saunders looked across and his face immediately dropped, realising his mistake. “Ah, I see. Well, I won’t keep you then. Thank you for your insight, Dr Stone. We’ll be in touch.”
Quickly, the Sheriff wrapped up his notepad and made his way over to the door. As he exited, he tipped his hat towards the young spectator. “Nice to meet you, young man.”
And he was gone.
Silas stood, meeting Dick in the centre of the lab. “You know, I thought he’d never leave.”
“Was that it, Dr Stone?” Dick asked, perturbed, “You think Jacob’s brother killed him?”
Silas sighed. “That seems to be the leading theory, but no, that’s not why I called you.”
“Then what–”
“Christmas has come and passed, and this is the first year I’ve spent it without my Victor since he was born, the first year since my Elinore…”
Silas blinked.
“I wanted to give you a package. A gift. To give to Victor. A belated Christmas present.”
“He’s still not talking to you?”
Silas crawled along to his desk where, from a lower drawer, he produced a small purple box tied with a red bow, no bigger than a ring box. He held it out to Dick, his eyes so tired.
“Just please make sure Victor opens it,” he replied, “Won’t you do that for me, Richard?”
 
♦ ♦ T ♦ ♦
 
Silently, a robed figure approached the derelict apartment block in Avalon, Blüdhaven. This was the only known address for the Teen Titan known as Cyborg, but clearly circumstances had forced him to move on. The figure sighed, shaking her head before moving on.
 
♦ ♦ T ♦ ♦
 
“It was like my nan always said: that someday I’d feel something, and all that crap about burning bushes and… the big man in the sky would just slip into place.”
As Cassie spoke in the relative warmth of the drab, grey squat, her words were lost on Donna, who - despite having developed more than adequate conversation skills - had no idea what the young girl was talking about after she had asked her why she had come to New York City.
Cassie grinned, sat on the only chair in the apartment, as she registered her saviour’s bemusement. “I had a vision. It sounds crazy I know, but some angel came down and told me that… I was being hunted… and that I’d only be safe if I came to New York.” Her eyes were wild, as if she were reliving those impossible moments as she told the tale, “She told me some monster wanted to kill me, that it was the plan of the Gods that I remained safe. Truth is, I struggled believing in one God, never mind plural!”
Donna was beginning to understand, but remained bemused as she looked up from the floor to the girl she had found herself driven to protect. The idea that anyone could believe in just one God perplexed her. Surely there would be too many responsibilities for just one God to handle.
Shaking off her confusion, Donna stood up from the floor and made her way to the open window. Behind her, Cassie sat by the breakfast bar, wrapped in a shawl Donna had found in the bedroom. Donna needed to understand the connection she shared with this girl. They had to be connected somehow, or else what would explain the otherworldly, gut-wrenching pull towards her that Donna had experienced as soon as Cassie had stepped within a thousand mile radius.
Who was Cassie Sandsmark? That’s what Donna kept asking herself. What did Cassie mean to her? Though Donna supposed that to answer that question, she’d have to figure out just who she was herself.
Cassie sat up quickly, shrugging off her trepidation for the thrill of the adventure. “So is that it then?” she asked. Donna moved away from the glass to face her. “Are you my guardian angel? The person the vision said would protect me?” “I…?” Donna honestly didn’t know.
“Come to think of it: why are you wearing battle armour?” Cassie’s eyes were wide as she looked upon her fearsome protector, stood against the New York City skyline through the thin glass, “Are you - like - one of those Amazons? Like Wonder Woman?”
“NO.” Donna spat, suddenly recoiling. Immediately, she realised her mistake as she watched Cassie flinch back. Calmly, she elaborated. “No. I’m nothing like… I’m not Wonder Woman…”
“Oh.”
“But I think I am supposed to keep you safe… from whatever monster is trying to harm you.”
 
♦ ♦ T ♦ ♦
 
Vic fumbled with his keys, half distracted by his conversation with Gar as he stood in the hallway of his new apartment block on Payton Street, attempting to unlock the door. He’d gotten into his new place over Christmas, his last home desolated when Shimmer and Mammoth attacked him at his home.
“So the guy goes through all the trouble of hiring these supervillains to steal your… thing and then just mysteriously ends up dead?” Gar jested, his voice animated and non-serious.
Finally, Vic turned the key and the two entered into his new apartment. The place was much more spacious than Vic’s previous place, with a more open-planned layout which Gar definitely considered an upgrade. Though a winter chill emanated through the place, visually it was quite warm, the Christmas decorations still up and on full display almost a month later.
The guy was my dad’s friend, Gar.” Vic replied, irritated. “If he weren’t such a jackass, he’d be like my uncle, so please take this seriously.”
Vic pushed forward, pulling off his thick, grey hoodie and laying it across the arm of his couch along with his keys.
“Dude, he tried to kill you!” exclaimed Gar, “That doesn’t exactly scream close family friend.”
“A man is dead!” Vic snapped, his tone now deadly serious, something entirely unheard by Gar until now from his usually somber but amicable friend, “Get a grip.”
Gar lingered in the doorway. He took a deep breath. Vic was right. “I– I’m sorry, man. I guess that’s just how I cope with... things. He was your friend, I get it.” He stepped forward, slowly pushing the door shut behind him.
Jacob Finlay wasn’t a friend of Victor’s. In fact, Vic could never stand the man. But it saddened Vic deeply to know that he was gone, even after all the hurt he had caused him.
Slowly, Vic made his way over to the fridge, feeling his stomach yearn for a snack. He opened the metallic white door and looked upon its contents with disappointment. He sighed.
“I know we just got in, but do you fancy heading back out for food?” Gar suggested earnestly, “I know a diner that’s cool with people like us in downtown Blüd.”
’People like us’. Vic was used to that meaning something else, but he supposed he did have that in common with his plucky, if not crass, young friend. They were both outcasts due to their appearance. Vic was half-metal, Gar was green. On the rare occasions Vic had left the house as himself (rather than the superhero Cyborg) he made sure to never stay too long in one place, as to avoid anyone noticing his horrific visage under his shadowy hood.
“How do you mean?”
“This old couple owns the place,” Gar explained, “Man’s blind and the lady’s… well, actually open-minded and reasonable.”
Vic froze, actually considering the proposal. It’d been a long time since he’d sat down in a restaurant - however fancy - and eaten out. He looked to the empty, open fridge and then back to his discarded hoodie. His eyes flashed.
“Sure,” he smiled, “You wanna grab your coat this time? You’ve been complaining about the cold all day!”
Gar grinned back at Vic, deeply pleased by his response. “Yeah, one sec!” He ran, bounding across the floor and over to the hat stand Vic rarely seemed to use. From there, Gar pulled down his orange-red Parka and pulled it on in one fluid motion. As he did, Vic made his way to the couch and slipped back into his hoodie, zipping it up slowly.
The two smiled at each other and Vic - now stood closer to the door - pushed forward, wrapping his metal grip around the door handle and pulled it down. As he swung the door open, there stood a startled Dick Grayson, moments from ringing the doorbell"
“Woah!” Dick jumped.
“Dick!” Gar exclaimed, “We’re heading out to eat, you coming?”
“You?” Dick replied, pleasantly surprised to see Vic trying something new. “Uh, yeah… sure!”
From the pocket of his black pea coat, Dick produced the purple box he’d been handed earlier, nervously fidgeting with it between his hands slightly as he glanced up and down from it to Vic. “Though, uh… I actually came to give you this, Vic.”
Dick held the box out. Vic looked open-eyed to Gar and then back to him. “Dick, you already got me a Christmas present,” he laughed, walking over and taking the purple-wrapped present, eyeing it curiously.
“No, it’s… it’s from your dad. Cos you missed Christmas.”
Beat.
Vic looked back up to Dick. “Dick, I missed Christmas cos I can’t stand the man. He made me into this… thing, and it was his lies that almost got me killed.” Without even looking, Vic tossed the box over his shoulder, it hitting the ceiling and ricocheting before landing between the couch and the television.
“Vic…” Gar moaned disappointedly.
“What?!” Vic cried, “He’s human garbage. Has that brilliant mind and uses it to constantly fuck with my life. I don't need him. He’d be better off dead.”
Dick and Gar both looked at him in stunned silence. Dick’s eyes flitted back and forth and his moved out of the doorway and into the apartment. He looked to Gar, an orphan like himself, and then to Vic. He nodded. “How about we go get that dinner?”
Vic took a breath, calming himself. He nodded reluctantly, his confidence shaken but determined not to let his dad ruin his victory. “Right, yeah. Sure!” he affirmed himself. “I– I’m sorry. I didn’t mean to–”
“It’s fine.” Dick smiled, turning to face the open doorway, “Let’s just g–”
Just as Dick had moved, replacing him in the doorway was a tall, hooded figure: one none of the teens had met before yet one that all three recognised.
“Holy fuck!” Gar exclaimed, “It’s Wonder Woman!”
 
♦ ♦ T ♦ ♦
 
“I was speaking with my former teacher Athena after I sla–” “Wait, Athena?” Gar interrupted, starstruck, as if he were taking notes, “As in Popped Out of Zeus’ Forehead Athena?” Diana nodded solemnly. The Amazon sat on a kitchen chair, comfortably at a level to explain herself to the three young men, who each stood.
“Athena revealed to me a child of both Ares and Circe roamed the man’s world, that… an adversary of mine sought to hurt the child, for the misdoings Circe had committed against her.”
Diana told the tale, her eyes hollow as she seemed to hold back some inconvenient truths, something Dick picked up on easily, “I was told that I would find the child in New York City, and knew that Batman had established a strike team nearby. So here I am, hoping you can lend me your assistance.”
Dick sighed, running his hand through the front tuft of his dark hair. He’d never met the Amazon warrior before, but knew that she and Bruce were friendly, with Diana being part of his ‘Justice League’ initiative. But Dick was disappointed to hear how the Teen Titans were perceived by the older heroes. “Batman had nothing to do with it. I formed this team, uh… we formed this team. Together.”
Diana smiled. “Of course.”
“So that’s all you know?” Vic replied, addressing the matter at hand, “Some kid is in danger in New York City. No idea whereabouts?”
“That was where I was hoping that you could help me,” said Diana, addressing Vic directly.
Vic smiled softly to have garnered any sort of attention from somebody as powerful and well… beautiful as Wonder Woman. “Well I suppose we could tr–”
“This doesn’t have anything to do with that other Wonder Chick running about New York? Does it?” Gar interjected, perhaps a bit louder than he had intended.
Diana cocked her head, moving her vision away from Vic and towards Gar, “I don’t know what you mean.”
“This amazing, gorgeous warrior. Long, flowing black hair. This awesome armour, all jet black and mysterious. She looked a lot like you actually.”
Diana’s eyes darted open as she bolted to her feet. Could it be? The doppelganger she had faced in the Trials, who had fought with her own skill and ferocity.* Had Ares sent her here? It was more than possible that she was an emissary of Ares, posthumously working to secure Ares’ progeny.
It was as Athena had said to Diana: death was the only way to transfer the mantle of God of War.*
“Gods…” she groaned, “I’ve fought her before. She is far more dangerous than the woman I seek to stop. If she gets her hands on Ares’ daughter, the consequences could be dire. We need to find them both and pray that she hasn’t already found her.”
Dick stepped forward. “I’ve been trying to locate this black-armoured Amazon since Gar ran into her a couple months back. She’s been being very discrete. I’ve tried everything.”
Vic stepped forward. “I haven’t.”
 
♦ ♦ T ♦ ♦
 
“Don’t you have any games? Or a telly or something?” Cassie sighed, stood peering out of the frosted window onto the New York skyline.
Telly?” Donna asked, standing a few feet behind Cassie, surrounded by a whole load of nothing. “I’m afraid not. This place doesn’t have much outside of shelter, and sometimes warmth.”
“Then what do you do for fun?” Cassie had been cooped up in Donna’s squat for some time now and was beginning to grow restless. Despite the drab decor, the place was an improvement on sitting alone in her hotel room, but the boredom was killing her.
“I’ve found the city to be the best source of entertainment,” Donna explained very matter-of-factly, “Although I think it might be best for us to stay put until we know you are safe.”
“And when is that? When the thing hunting me gets bored? When I get a follow up message from the angel?”
“I don’t think that was an angel.”
“That isn’t the point!” Cassie groaned, frustrated. “I just wanna have some fun!”
Donna stopped. She thought for a moment and then nodded. “Alright.”
Donna couldn’t recall much of her past, but did remember one thing that she had always enjoyed: combat. She didn’t remember all the details, but Donna used to love sparring as a child, with Diana, the monster that now plagued her nightmares. It was always so exciting, and it really seemed to develop an interpersonal closeness between the combatants. She smiled before removing her silver gauntlets slowly.
“Here.”
“What?” Cassie asked.
“Take them.” Donna held the gauntlets out for Cassie, one in each hand. Carefully, the younger girl took them and slipped her wrists into them.
“They’re too big.”
Donna grinned as the gauntlets seemed to magically adjust, twisting and forming into a perfect fit around Cassie’s forearms. Donna then flicked her own wrist forward, causing a cloud of black smoke to erupt from the palm of her hand. Cassie recoiled, watching the black smoke move and stretch before giving way to the form of a solid, golden sword. Donna gripped the blade tightly and pointed it forward.
“Wait, what?”
“We shall fight?”
Fight?!
“Well, you won’t have a weapon, so it’s more like exchanging blows. I’ve found it quite enjoyable.”
“Right…” Cassie replied, reluctant, “So what’s gonna happen?”
“I will make an attack with my blade, and you shall bring up your gauntlets to intercept. You’ll find them more than capable of deflecting my attacks.”
“Like…?” Cassie practiced thrusting her arms back and forward, flashing the silver gauntlets as she moved.
“Exactly! We’ll start slow.”
And they did. Beat-by-beat, Donna would move the sword towards Cassie, giving her plenty of time to bring up her gauntlets to clink against the blade. One strike. Two strikes. Three strikes. Four. Gradually, Donna increased her speed, and with her Cassie would begin to move with increasing ease and agility. She was a natural.
As they grew more and more rapid, their movements also increased in intensity. Before they knew it, both began to shift their footing until they were dancing back and forth around the room, sparks flying each time Donna’s blade crashed against Cassie’s forearms. First, Cassie began to cackle with laughter, then allowing Donna to join with a more conservative chuckle. But all this ceased with a knock at the door.
They stopped. Cassie glanced over to the door first, then Donna. They weren’t expecting visitors. Donna flourished the blade in her hand, furrowing her brow and narrowing her gaze, ready to attack whatever came through.
And just as expected, the door came crashing, the wood obliterated into splinters. Through it leapt a fearsome warrior clad in red and gold, a beast of a woman, a terrifying figure. The demon Diana.
Nightwing had tried to knock, but the Amazon warrior wasn’t willing to wait. Bursting into the room, Diana charged at Ares’ puppet, seeing her with her blade drawn, the young Cassie Sandsmark terrified beside her.
Donna slashed out as Diana came crashing down on her, unarmed yet incredibly dangerous, but the strike was fruitless as Diana evaded with ease, delivering a mighty punch to the centre of Donna’s chest. Diana of Themyscira didn’t need a weapon.
Donna stumbled, kicking over a small coffee table as Cassie scrambled out of the way. The demon moved incredibly quickly, far faster than Donna could comfortably comprehend. She hadn’t been this fast when they’d fought before. First, another punch to the chest, then grabbing Donna by the arm - catching her sword strike - to pull her close, only to pound her back into the ground.
As Donna hit the ground, she skidded, whipping back around onto her feet, beaten but ready to persist. “Your master is dead,” Diana seethed, “And you shall fall with the rest of his forces!”
As the two warriors clashed, Cassie scurried away, ducking and running for the door. However, she found herself blocked by the bodies of three young men: one some kind of robot man, one green and the other clad in blue and black spandex. “Ack!”
“We’re not gonna hurt you!” Cyborg panicked, holding his large, cold hands up.
“Like shit you don’t!” Cassie spat, her teeth clenched, pivoting back around to watch her friend fight off the red-and-gold blur of a woman. Wait... That was Wonder Woman!
Donna grumbled, moving her sword arm back and shifting her off-hand forward. She then allowed her bronze shield to materialise magically in her grip with a flash of amber light. “I see you have new toys.” Diana smirked, her gaze as steely as her black-clad doppelganger.
She was right. Donna recalled easily that in their last encounter, the one that haunted her, she fought Diana unarmed. Now, Donna couldn’t recall how she came to wield the magic required to summon her weapons, but she was more than happy to use them if it meant having an edge over the tyrant that had previously terrorised her.
Donna didn’t reply. Instead, she threw herself forward, shifting her weight rapidly across the wooden floorboards, heaving the mass of her shield against Diana enough to stagger her, giving her an opening to strike with her blade. Diana cried out and kicked, colliding her leg into her adversary’s shield and dragging her strike to the right.
Donna saw through this trick immediately, it was an attempt to disarm; to wrench the shield right from her hand. It wouldn’t work. Not if Donna kept as best a grip as she could. However, Donna had underestimated the strength of her foe, and subsequently found herself launched across the room along with the shield, leaving her sword by her feet, crashing down on a pile of wood in the corner of the shabby apartment.
She attempted to pull herself up, but couldn’t, her armour too heavy on top of the weight of her aching bones. Diana persisted however. Breathing heavily, she pulled herself over to her floored quarry, scooping her foe’s blade off of the ground as she moved. Finally, she stopped. Planting her crimson boots into the wooden floor, Diana loomed over Donna, a relentless, fearsome monster.
Diana looked upon her quarry, this supposed emissary of Ares, deliberating over her fate. Perhaps she had overestimated her, for the puppet Diana had fought during the Trials fought with such ferocity and intensity that she now found entirely lacking. It was as if she was another soul inhabiting the body of that abomination.
But that moment of hesitation on Diana’s part was exactly what Donna need to act. In one fluid motion, Donna burst from her pile on the floor with new mobility. After delivering a kick to the monster’s head, Donna swung her empty hand out in a wide arc. Instantly, the sword vanished from Diana’s grip, reappearing in Donna’s own with a black flicker.
As Diana staggered, Donna let loose with slash after slash before finally winding up for an overhead attack, a killing blow. However–
“STOP!!”
A shock wave exploded through the room, launching its contents as well as the two combatants. Donna hit the ground and skidded once more. Bloodied, she looked up to see Cassie between her and Diana, her silver gauntlets glowing white hot, her face mortified.
“She doesn’t want to hurt you!” she screamed to Donna before turning to look upon Diana, scraping herself off of the floor, “You don’t want to hurt each other.”
Donna stood up uneasily, her eyes still wild, waiting for Diana to attack once again.
“I…” Diana mumbled, gripping her bloodied arm.
“You’re Wonder Woman. You save people.” Cassie explained, her voice compassionate yet quivering, “And I don’t need saving. Not from Donna. She’s my friend.”
Diana painted, finally looking upon her adversary with new eyes, “... Donna?
Donna’s eyes flickered, filled with doubt. She looked to Cassie, then finally to Diana, and instead of a demon, saw an injured woman. She lowered her sword.
Diana saw this and recalled her parting words to the black-clad warrior, when Diana had pummeled her into the bloody waters during the Trials. 'Barely real and always a copy. What kind of emptiness must exist inside you?'
But when she focused on Donna’s eyes, those that so closely resembled her own, she saw not the rage she had seen during the Trials, but fear. Pure fear. There, she remembered.
“Great Hera, what have I done…” Diana groaned, looking upon her friend with a long forgotten familiarity. “Donna…”
But the moment wouldn’t last, for Gar was moments too late to cry out, warning them as a fearsome feline figure crashed through the window, emerging from the urban jungle of New York City’s skyline. There, the animal moved immediately for Diana, launching into an all out assault, no longer Dr Barbara Minerva, but The Cheetah.
 
 
Continued in Wonder Woman #21
 
submitted by AdamantAce to AdamantAce [link] [comments]

A Big List of Challenges (Problems/Goals/Complications/Encounters) for your adventure (including Social, Exploration, Stealth, Mystery, and Combat).

Hi! I have compiled a big list of challenges your players can encounter during the adventure.
If you find this list useful - please help me to improve and extend it!

Action/Adventure Challenges

  • Defeat a villain and his minions.
  • Defeat a monstecreature/horde.
  • Obtain a McGuffin (item, vehicle, money, magic artifact, spell, your lost/stolen valuables, etc)
  • Obtain Information (an ancient book, a piece of gossip, a clue, secret codes, a way to break the curse).
  • Protect/Escort /Guard a person/creature (a rich merchant, a researcher, a young prince targeted for assassination, a last of its kind monster, tax collector, witness).
  • Deliver a person (make sure they don't escape).
  • Rescue a person/creature (rescue a hostage or a kidnapped person, break them out of captivity).
  • Track, Find, Chase, and Capture/Catch a person/creature/vehicle (a criminal, a runaway, a ship, a lost pet, an escaped experiment, the infected).
  • Find and save the missing person (lost kid, caravan, courier, spy.
  • Deliver a valuable/fragile item/cargo and protect it from danger (artwork, cursed artifact, mysterious crate, a treasure map, a message).
  • Destroy the target (an object, a cursed item, enemy weapon or infrastructure, the enemy base, a piece of blackmail on someone, a source of infection, close a portal).
  • Sabotage a plan (disrupt a ritual, prevent a prophecy, undermine the invasion, stop villain from achieving their goals).
  • Capture and secure the base/location (enemy city, friendly city under siege, a building, a military target).
  • Defend a location (protect a village from monsters, a city from the enemy army, prevent enemies from passing a bridge or a tunnel, protect a crime scene, meeting site, warehouse, protect a ritual to ensure it will get completed).
  • Your town/building/ship has been captured and overtaken by enemies. Survive under siege, liberate it.
  • Robbery/Heist (rob a train or a blimp, abduct a person, commandeer a ship, steal diamonds from the casino, steal wand from the mage tower).
  • Protect many innocent people (save people from a natural disaster for example, release the prisoners/slaves).
  • Win a competition (Complications: your team is bad, the other side cheats, you can only win by cheating, the event is more deadly than it was supposed to be. You are competing for other purpose than victory, such as to keep another contestant safe, to spy on someone, or to get into the place where the event goes down, to prevent villain from winning, to prove yourself, to impress someone).
  • Prepare for the mission. Get equipment/supplies/transportation/funding.
  • Deal with the consequences of a botched/evil magic ritual.
  • Distract the enemies. Act as bait for the ambush/trap.
  • Train a novice, keep a noble person safe while they go on adventure.
  • Build or repair an object (by collecting McGuffin ingredients).
  • Perform a Ritual.
  • Law Enforcement - act as a police for a town.
  • Intercept a delivery, escort, communications.
  • Prepare and execute an ambush.
  • Act as an experimental subject for a crazy scientist/wizard (for dangerous potions).

Exploration Challenges

  • Survive/avoid environmental dangers (think of the place itself as the “villain”, it is a monster without HP that "wants" to hurt players or drain their resources, and has certain powers to accomplish that. Traps, cave-ins, lava eruptions, rock-slides, avalanche, collapsing buildings, impenetrable mist, wild animals, dangerous/poisonous flora, falling into a pit, getting lost, etc).
  • Overcome environmental obstacles (a river on your way, a closed gate, climbing a mountain, a swamp, quick sand, slipping hazard above the abyss, thin ice, wild magic area. Retrieve an item from the bottom of the lake.).
  • Travel through multiple locations to reach the target.
  • Explore the location (to learn about it, to map it, to figure out what happened here. To find bandit camps, enemy encampments, monster nest, a way through, resources).
  • Find a lost location/person/item/treasure/clues.
  • Scout for information, survey the location/region (ahead of group, enemy territory, monster infested territory, uncharted wilderness).
  • Clear location of danger (creatures, traps, haunting ghosts, curses, infestation).
  • Track something/someone, find a trail.
  • Deal with a natural disaster (storm, earthquake, flood, meteor).
  • Survival (without food/water, deal with harsh weather, diseases. Find shelter. Repair a ship or a radio. Find a way to get back home.)
  • Enter a guarded area (overcome defenses, defeat security, sneak in unseen).
  • Escape guarded location (break out of prison).
  • Use environment to your advantage (start an avalanche to block a pass, assume the most optimal position for combat).

Social/Intrigue Challenges

  • Convince/Persuade a person to do/say/give you what you want.
  • Intimidate/Manipulate/Blackmail/Force someone to do what you want.
  • Befriend/Seduce someone, make allies.
  • Gain confidence or forgiveness of a person who doesn't like you.
  • Find a non-combat resolution.
  • Get caught lying/cheating/sneaking, and rectify the situation.
  • Persuade a group of people (an organization, an angry mob, snobby nobles. Persuade the army to take a route that will slow them down/lead them into an ambush, convince the bandits to raid the enemy, convince farmers to donate food).
  • Gain social status, power, political influence (prove your worth, gain respect, impress someone, get elected).
  • Change someone's social status (make them look good/bad, get them elected, overthrow a ruler).
  • Run a kingdom/village/team/organization/business, lead an army (build a new one, restore the failing one to former glory).
  • Change the society/group/organization (raise morale, lower the crime, stop witch hunts, deal with corruption).
  • Gain control over the territory (invade a country or repel the invasion).
  • Put down or incite rebellion/mutiny/conspiracy.
  • Negotiate a deal, bargain (political compromise, hostage negotiations, trade information, convince them to sign a document).
  • Resolve conflict, broker peace, unite rivaling factions, settle dispute.
  • Establish political/trade relationships .
  • Navigate a strange culture/customs (without offending anyone).
  • Cause conflict/rivalry/war, pit people/factions against each other (get enemy minions to mistrust each other).
  • Deceive a person.
  • Set someone up, shift the blame to someone else.
  • Infiltrate a group, conceal your identity (cult, bandits, enemy citadel, thieves guild).
  • Find the spy/traitomole.
  • Deal with being blackmailed, spied on, threatened, manipulated.
  • Deal with a nasty rumor or important information/secrets about yourself being out there.
  • Defend someone (or yourself) in the court.
  • Prosecute/judge someone in the court.
  • Put on a show, entertain.
  • Redeem or corrupt a person (teach someone a lesson, seduce someone to the dark/light side).
  • Recruit people to your cause.
  • Find a way to get someone to owe you a favor, find a way to repay the debt you owe to someone else.
  • Enforcement - apply pressure to a person to get them to do something or behave in a specific manner, without killing. (Calm down the rowdy gang, collect the debts).
  • Get enemy soldiers/minions to defect and switch sides.
  • Create a disinformation/propaganda campaign (feed it to the enemy spy, destroy someone's reputation, saw fear in the hearts of the enemy soldiers).
  • Perform a con.

Mystery/Investigation Challenges

  • Investigate a crime (murder, assault, theft, threats, blackmail, destruction of “x”, disappearances, corrupt law enforcer).
  • Spying/Surveillance, gather information on a person/creature/location without being noticed. (Are they up to something shady, are they who they claim to be, discover their secret techniques, how are they bypassing security, how do they create “x”, involvement in “x”, what secrets are they hiding, where are they hiding “x”, where do they keep disappearing to, enemy troops, ).
  • Search for clues and put them together to reach a conclusion.
  • Find and interview witnesses, interrogate suspects.
  • Figure out what's going on, unravel a plot.
  • Figure out what happened in this location.
  • Find evidence (proof of innocence or guilt, expose a corrupt official).
  • Find out if the person is lying or keeping secrets, and what they are.
  • Figure out someone's plot/motives.
  • Figure out who's behind the plot.
  • Do research (find and read ancient texts, talk to old wise people).

Stealth/Heist Challenges

  • Steal (or plant) an item/information (modify enemy maps, plant disinformation. Plant clues to frame a person).
  • Escape from danger (overwhelming force, ambush, pursuit of the law or criminals).
  • Hide, cover your tracks, lay low.
  • Sneak through undetected (sneak past enemy lines to deliver a message to allied forces, sneak past the bouncers into a party).
  • Assassinate stealthily (sneak into the king's chambers, lure them out, use poison, make it look like an accident).
  • Deal with getting noticed / drawing an unwanted attention.
  • Clean up evidence (yours, someone else's).
  • Exchange a real item for a fake or vice versa.
  • Return a (creature, item) before anyone notices it's missing.
  • Sabotage (device, ritual) without being noticed.
  • Smuggle (creature, person, item) into or out of a location.
  • Security Testing - breach the clients security unnoticed.
  • Frame a person/group/nation for a crime.
  • Fake someone's death.

Villain's Moves

  • Personally confront the players.
  • Send minions after the players.
  • Hire a rival team of adventurers or thugs to go after players..
  • Send an assassin.
  • Send a spy.
  • Set a bounty on their heads.
  • Set a trap.
  • Setup an ambush.
  • Take hostages.
  • Threaten an NPC players like.
  • Frame players for a crime, declare them traitors/outlaws.
  • Reveal player's secrets, crimes they have committed.
  • Bribe the authorities/police to act against players.
  • Convince authorities/police that players are evil.
  • Make the public dislike the heroes.
  • Have a "dead man switch" that will hurt people or destroy something valuable if the villain is killed.
  • Know some information valuable to the players (like where hostages are kept, where the treasure is hidden), so players can't kill them, and must negotiate.
  • Set a time-bomb. Something horrible will happen unless players do what they're told.
  • Possess/blackmail/threaten an innocent person into doing their bidding.
  • Pretend to be someone else to deceive the players.
  • Befriend players to use them and betray them later.
  • Kidnap one of the players.
  • Join forces with another enemy of the players.
  • Plant false clues, create decoy trails.
  • Frame someone else for their crimes.
  • Kill hero's mentoally.
  • Cause mistrust, disorder, confusion, infighting among players or general population.
  • Hire people to commit crimes while pretending to be someone else to create mistrust/conflict among two parties. (Example: the bandits "from another country" attacks "local merchants", Start a plague in an uneducated city and have the "foreign merchant" sell snake oil cures, "native patriot" kills a "alien anarchist, etc.)
  • Put difficult choices in front of the heroes (like forcing Batman to save one of the ferry boats, to save Harvey Dent or Rachel).
  • Take away resources from the players (steal their items).
  • Give people the wrong idea about his powers/weaknesses.
  • Push player's buttons, play on heroes' flaws, temptations, fears.
  • Develop a good public image, make friends in the government, be beloved by the public.
  • Seduce player's allies to the dark side, convince/threaten them into betraying players.

Complications

  • Do it under time pressure (before the ritual is complete, before people run out of air, before reinforcements arrive, before or during the event, in transit, while you still have the chance).
  • Do it while competing with the rival team.
  • Unrelated people are interfering with the objective.
  • Do it stealthily (don't attract attention, don't leave clues, no witnesses).
  • Do it while pretending to be someone else.
  • Do it without revealing that your client is involved.
  • Prevent collateral damage, protect the innocents who are around.
  • Avoid violence. Defeat/capture the villain/creature without it being harmed.
  • Mitigate the risk, there's a high probability of causing a lot of damage if you're not careful.
  • Two challenges conflict with each other (you must break your stealth to help someone in trouble, capture criminal or save people who are currently in danger).
  • Difficult choice. Choose lesser of two evils, choose which people to rescue. Requiring personal sacrifice, risk, compromise.
  • Opportunities that come with a difficulty, cost or have negative consequences.
  • Resolve moral dilemma (the creature is dangerous but doesn't deserve to die, you're working for a bad guy, both sides of the conflict have valid points, completing a quest will harm people/environment).
  • Do it with incomplete information.
  • Do it with limited resources or without preparation.
  • Do it without access to powers you're used to having (while sick/injured/debilitated, in an area where magic is outlawed/disabled, having lost your equipment).
  • Locals here are unhelpful/hostile to you. You have low social status.
  • You can't trust anyone.
  • Doing it is illegal, or against authorities best interests, or is threatening a powerful group.
  • There are regulations/restrictions on what you can do hindering your progress.
  • Do it while being supervised (the media is all over you, a brilliant detective is on your tail, you are under suspicion, the enemy knows you're coming, you have a spy/mole).
  • Do it despite your flaws/temptations/fears.
  • It causes conflict/infighting within the team (player characters will have opposite goals/reactions to it).
  • Do it while working together with antagonist or someone else you don't like.
  • The side you're working for turns out to be evil.
  • The villain is someone you know/like/respect.
  • The villain is a respected public figure, celebrity, is liked by people or has authority over you.
  • Bad guy has a dead man switch, if he dies the others will suffer or treasure will be lost. Bad guy is the only one who knows the valuable information.
  • The people you're helping don't want your help.
  • Vital information turns out to be wrong.
  • Deal with the betrayal.
  • Mission has been rigged to fail from the start (PCs may be used as a scapegoat).
  • Objective is stolen before the PCs arrive.
  • Objective must be undamaged.
  • The important item has been transmuted and needs to be changed back, locked in a safe and needs a code to unlock, is a mineral that needs to be refined by a specific process. A book or a message is written in a foreign language that requires a translator.
  • Only a bad/unpleasant person can provide the item/information/favor you need.
Please leave a comment and contribute to this project!
Edit:
I've had a few pretty huge epiphanies while writing this post:
  • Stories are fundamentally about problem solving. Roleplaying is fundamentally about problem solving. This is the fundamental "game loop" of RPGs - GM puts a problem in front of the players, and they find creative ways to solve it, that's what gives them fun stuff to do and feels satisfying to accomplish.
  • Adventure Ideas are fundamentally problems. They create an exciting, challenging, important goal for the players to accomplish.
  • Big problems are broken down into small challenges. But fundamentally, the big climactic adventure/campaign goals and the small challenges players encounter on their way are the same thing. Every scene the characters solve a small problem, and it drives them towards solving the big problem. That's what plot points are - players solving or failing to solve a problem, which moves them closer to or farther away from the goal. Which feels exciting/valuable/dramatic.
  • Conflict, obstacles, social/exploration/combat encounters are fundamentally just sources of problems. There probably are other sources that can generate problems.
  • It's all just nested challenges: Campaign Problem > Adventure Problem > Scene Problem. And any challenge can be used on any of these levels.
  • Therefore, the list above is a list of adventure ideas and plot points at the same time. Make any challenge very important/difficult/exciting to accomplish - and it becomes an idea for the adventure or a campaign. Make any adventure idea relatively small and simple - and it becomes a scene challenge (encounter). Put a number of smaller challenges in front of the players - and you've got your basic story structure (a list of encounters, the gameplay). Because goals and challenges are fundamentally the same, just the nested problems, they can be combined in any order to create any number of unique adventures.
  • Also, it means that you can take big story ideas from movies, TV episodes, published modules, and use them as ideas for small encounters. Shawshank Redemption, Alien, Jaws, Incredibles - they can be big campaign ideas, small adventure ideas, or just a thing characters do in a scene (escape from the prison, hide from a monster, defeat a big golem).
  • Game mechanics are also challenges. If there's an RPG system that gets players to do something awesome (GM moves in Dungeon World, Favors/Debts and Social Status mechanics from the Undying, Weak Moves from Dream Askew) - you can use those as challenges too.
  • Even a single challenge can create an unlimited number of unique stories - you just change the concrete details. McGuffins, NPCs, locations, etc.
Edit 2:
Wow, this is taking off. If you like this post, you will probably enjoy my posts on Adventure Writing Process, Adventure Template (a list of the most important questions to answer when designing an adventure), and Making Combat Awesome. If you want updates on my future posts - follow me here.
Edit 3:
Created a little "Story Generator App" that will pick the random challenges for you.
submitted by lumenwrites to DMAcademy [link] [comments]

A Big List of Challenges (Problems, Goals, Complications, Encounters) for your adventure (including Action/Adventure, Exploration, Social/Intrigue, Mystery/Investigation, and Stealth/Heist).

Hi! I have compiled a big list of challenges your players can encounter during the adventure.

Action/Adventure Challenges

Exploration Challenges

  • Survive/avoid environmental dangers (think of the place itself as the “villain”, it is a monster without HP that "wants" to hurt players or drain their resources, and has certain powers to accomplish that. Traps, cave-ins, lava eruptions, rock-slides, avalanche, collapsing buildings, impenetrable mist, wild animals, dangerous/poisonous flora, falling into a pit, getting lost, etc).
  • Overcome environmental obstacles (a river on your way, a closed gate, climbing a mountain, a swamp, quick sand, slipping hazard above the abyss, thin ice, wild magic area. Retrieve an item from the bottom of the lake.).
  • Travel through multiple locations to reach the target.
  • Explore the location (to learn about it, to map it, to figure out what happened here. To find bandit camps, enemy encampments, monster nest, a way through, resources).
  • Find a lost location/person/item/treasure/clues.
  • Scout for information, survey the location/region (ahead of group, enemy territory, monster infested territory, uncharted wilderness).
  • Clear location of danger (creatures, traps, haunting ghosts, curses, infestation).
  • Track something/someone, find a trail.
  • Deal with a natural disaster (storm, earthquake, flood, meteor).
  • Survival (without food/water, deal with harsh weather, diseases. Find shelter. Repair a ship or a radio. Find a way to get back home.)
  • Enter a guarded area (overcome defenses, defeat security, sneak in unseen).
  • Escape guarded location (break out of prison).
  • Use environment to your advantage (start an avalanche to block a pass, assume the most optimal position for combat).

Social/Intrigue Challenges

  • Convince/Persuade a person to do/say/give you what you want.
  • Intimidate/Manipulate/Blackmail/Force someone to do what you want.
  • Befriend/Seduce someone, make allies.
  • Gain confidence or forgiveness of a person who doesn't like you.
  • Find a non-combat resolution.
  • Get caught lying/cheating/sneaking, and rectify the situation.
  • Persuade a group of people (an organization, an angry mob, snobby nobles. Persuade the army to take a route that will slow them down/lead them into an ambush, convince the bandits to raid the enemy, convince farmers to donate food).
  • Gain social status, power, political influence (prove your worth, gain respect, impress someone, get elected).
  • Change someone's social status (make them look good/bad, get them elected, overthrow a ruler).
  • Run a kingdom/village/team/organization/business, lead an army (build a new one, restore the failing one to former glory).
  • Change the society/group/organization (raise morale, lower the crime, stop witch hunts, deal with corruption).
  • Gain control over the territory (invade a country or repel the invasion).
  • Put down or incite rebellion/mutiny/conspiracy.
  • Negotiate a deal, bargain (political compromise, hostage negotiations, trade information, convince them to sign a document).
  • Resolve conflict, broker peace, unite rivaling factions, settle dispute.
  • Establish political/trade relationships .
  • Navigate a strange culture/customs (without offending anyone).
  • Cause conflict/rivalry/war, pit people/factions against each other (get enemy minions to mistrust each other).
  • Deceive a person.
  • Set someone up, shift the blame to someone else.
  • Infiltrate a group, conceal your identity (cult, bandits, enemy citadel, thieves guild).
  • Find the spy/traitomole.
  • Deal with being blackmailed, spied on, threatened, manipulated.
  • Deal with a nasty rumor or important information/secrets about yourself being out there.
  • Defend someone (or yourself) in the court.
  • Prosecute/judge someone in the court.
  • Put on a show, entertain.
  • Redeem or corrupt a person (teach someone a lesson, seduce someone to the dark/light side).
  • Recruit people to your cause.
  • Find a way to get someone to owe you a favor, find a way to repay the debt you owe to someone else.
  • Enforcement - apply pressure to a person to get them to do something or behave in a specific manner, without killing. (Calm down the rowdy gang, collect the debts).
  • Get enemy soldiers/minions to defect and switch sides.
  • Create a disinformation/propaganda campaign (feed it to the enemy spy, destroy someone's reputation, saw fear in the hearts of the enemy soldiers).
  • Perform a con.

Mystery/Investigation Challenges

  • Investigate a crime (murder, assault, theft, threats, blackmail, destruction of “x”, disappearances, corrupt law enforcer).
  • Spying/Surveillance, gather information on a person/creature/location without being noticed. (Are they up to something shady, are they who they claim to be, discover their secret techniques, how are they bypassing security, how do they create “x”, involvement in “x”, what secrets are they hiding, where are they hiding “x”, where do they keep disappearing to, enemy troops, ).
  • Search for clues and put them together to reach a conclusion.
  • Find and interview witnesses, interrogate suspects.
  • Figure out what's going on, unravel a plot.
  • Figure out what happened in this location.
  • Find evidence (proof of innocence or guilt, expose a corrupt official).
  • Find out if the person is lying or keeping secrets, and what they are.
  • Figure out someone's plot/motives.
  • Figure out who's behind the plot.
  • Do research (find and read ancient texts, talk to old wise people).

Stealth/Heist Challenges

  • Steal (or plant) an item/information (modify enemy maps, plant disinformation. Plant clues to frame a person).
  • Escape from danger (overwhelming force, ambush, pursuit of the law or criminals).
  • Hide, cover your tracks, lay low.
  • Sneak through undetected (sneak past enemy lines to deliver a message to allied forces, sneak past the bouncers into a party).
  • Assassinate stealthily (sneak into the king's chambers, lure them out, use poison, make it look like an accident).
  • Deal with getting noticed / drawing an unwanted attention.
  • Clean up evidence (yours, someone else's).
  • Exchange a real item for a fake or vice versa.
  • Return a (creature, item) before anyone notices it's missing.
  • Sabotage (device, ritual) without being noticed.
  • Smuggle (creature, person, item) into or out of a location.
  • Security Testing - breach the clients security unnoticed.
  • Frame a person/group/nation for a crime.
  • Fake someone's death.

Villain's Moves

  • Personally confront the players.
  • Send minions after the players.
  • Hire a rival team of adventurers or thugs to go after players..
  • Send an assassin.
  • Send a spy.
  • Set a bounty on their heads.
  • Set a trap.
  • Setup an ambush.
  • Take hostages.
  • Threaten an NPC players like.
  • Frame players for a crime, declare them traitors/outlaws.
  • Reveal player's secrets, crimes they have committed.
  • Bribe the authorities/police to act against players.
  • Convince authorities/police that players are evil.
  • Make the public dislike the heroes.
  • Have a "dead man switch" that will hurt people or destroy something valuable if the villain is killed.
  • Know some information valuable to the players (like where hostages are kept, where the treasure is hidden), so players can't kill them, and must negotiate.
  • Set a time-bomb. Something horrible will happen unless players do what they're told.
  • Possess/blackmail/threaten an innocent person into doing their bidding.
  • Pretend to be someone else to deceive the players.
  • Befriend players to use them and betray them later.
  • Kidnap one of the players.
  • Join forces with another enemy of the players.
  • Plant false clues, create decoy trails.
  • Frame someone else for their crimes.
  • Kill hero's mentoally.
  • Cause mistrust, disorder, confusion, infighting among players or general population.
  • Hire people to commit crimes while pretending to be someone else to create mistrust/conflict among two parties. (Example: the bandits "from another country" attacks "local merchants", Start a plague in an uneducated city and have the "foreign merchant" sell snake oil cures, "native patriot" kills a "alien anarchist, etc.)
  • Put difficult choices in front of the heroes (like forcing Batman to save one of the ferry boats, to save Harvey Dent or Rachel).
  • Take away resources from the players (steal their items).
  • Give people the wrong idea about his powers/weaknesses.
  • Push player's buttons, play on heroes' flaws, temptations, fears.
  • Develop a good public image, make friends in the government, be beloved by the public.
  • Seduce player's allies to the dark side, convince/threaten them into betraying players.

Complications

  • Do it under time pressure (before the ritual is complete, before people run out of air, before reinforcements arrive, before or during the event, in transit, while you still have the chance).
  • Do it while competing with the rival team.
  • Unrelated people are interfering with the objective.
  • Do it stealthily (don't attract attention, don't leave clues, no witnesses).
  • Do it while pretending to be someone else.
  • Do it without revealing that your client is involved.
  • Prevent collateral damage, protect the innocents who are around.
  • Avoid violence. Defeat/capture the villain/creature without it being harmed.
  • Mitigate the risk, there's a high probability of causing a lot of damage if you're not careful.
  • Two challenges conflict with each other (you must break your stealth to help someone in trouble, capture criminal or save people who are currently in danger).
  • Difficult choice. Choose lesser of two evils, choose which people to rescue. Requiring personal sacrifice, risk, compromise.
  • Opportunities that come with a difficulty, cost or have negative consequences.
  • Resolve moral dilemma (the creature is dangerous but doesn't deserve to die, you're working for a bad guy, both sides of the conflict have valid points, completing a quest will harm people/environment).
  • Do it with incomplete information.
  • Do it with limited resources or without preparation.
  • Do it without access to powers you're used to having (while sick/injured/debilitated, in an area where magic is outlawed/disabled, having lost your equipment).
  • Locals here are unhelpful/hostile to you. You have low social status.
  • You can't trust anyone.
  • Doing it is illegal, or against authorities best interests, or is threatening a powerful group.
  • There are regulations/restrictions on what you can do hindering your progress.
  • Do it while being supervised (the media is all over you, a brilliant detective is on your tail, you are under suspicion, the enemy knows you're coming, you have a spy/mole).
  • Do it despite your flaws/temptations/fears.
  • It causes conflict/infighting within the team (player characters will have opposite goals/reactions to it).
  • Do it while working together with antagonist or someone else you don't like.
  • The side you're working for turns out to be evil.
  • The villain is someone you know/like/respect.
  • The villain is a respected public figure, celebrity, is liked by people or has authority over you.
  • Bad guy has a dead man switch, if he dies the others will suffer or treasure will be lost. Bad guy is the only one who knows the valuable information.
  • The people you're helping don't want your help.
  • Vital information turns out to be wrong.
  • Deal with the betrayal.
  • Mission has been rigged to fail from the start (PCs may be used as a scapegoat).
  • Objective is stolen before the PCs arrive.
  • Objective must be undamaged.
  • The important item has been transmuted and needs to be changed back, locked in a safe and needs a code to unlock, is a mineral that needs to be refined by a specific process. A book or a message is written in a foreign language that requires a translator.
  • Only a bad/unpleasant person can provide the item/information/favor you need.

Using Challenges to create Adventures

  • These challenges can be used as sub-goals the players will need to achieve on the path to their main goal, as obstacles they need to overcome to get what they want.
  • Most of them can also be used as the primary goal, an idea for the whole adventure (just make the stakes higher, make it important/interesting/exciting to accomplish, make it more difficult, add sub-goals and obstacles players need to get through to achieve it).
  • Challenges can be mixed and matched. In one adventure, challenge A can be the big primary goal, and challenge B can be a step towards accomplishing this big goal. In another adventure, it can be the other way around. In one adventure, the players need to obtain an item (a powerful weapon) to slay a monster, in another, they need to slay a monster to get their hands on the valuable item. In one adventure they need to rescue someone who has a clue to the mystery, in another they need to solve a mystery to be able to rescue someone.
  • Use multiple challenges together to add more depth, make the adventure more difficult/interesting, get players to fight on several fronts. Combine challenges to make them complications for each other, or use conflicting challenges that are incompatible with each other to create difficult choices. Players need to protect a person while also being on the run from the law, they need to spy on someone while traveling through the dangerous environment, they need to fight for political power while pretending to be someone they're not, they need to slay a big monster in the middle of the city while protecting people and avoiding collateral damage.
This works because:
  • Stories are fundamentally about problem solving. Roleplaying is fundamentally about problem solving. This is the fundamental "game loop" of RPGs - GM puts a problem in front of the players, and they find creative ways to solve it, that's what gives them fun stuff to do and feels satisfying to accomplish.
  • Adventure Ideas are fundamentally problems. They create an exciting, challenging, important goal for the players to accomplish.
  • Big problems are broken down into small challenges. But fundamentally, the big climactic adventure/campaign goals and the small challenges players encounter on their way are the same thing. Every scene the characters solve a small problem, and it drives them towards solving the big problem. That's what plot points are - players solving or failing to solve a problem, which moves them closer to or farther away from the goal. Which feels exciting/valuable/dramatic.
  • Conflict, obstacles, social/exploration/combat encounters are fundamentally just sources of problems. There probably are other sources that can generate problems.
  • It's all just nested challenges: Campaign Problem > Adventure Problem > Scene Problem. And any challenge can be used on any of these levels.
  • Therefore, the list above is a list of adventure ideas and plot points at the same time. Make any challenge very important/difficult/exciting to accomplish - and it becomes an idea for the adventure or a campaign. Make any adventure idea relatively small and simple - and it becomes a scene challenge (encounter). Put a number of smaller challenges in front of the players - and you've got your basic story structure (a list of encounters, the gameplay). Because goals and challenges are fundamentally the same, just the nested problems, they can be combined in any order to create any number of unique adventures.
  • Also, it means that you can take big story ideas from movies, TV episodes, published modules, and use them as ideas for small encounters. Shawshank Redemption, Alien, Jaws, Incredibles - they can be big campaign ideas, small adventure ideas, or just a thing characters do in a scene (escape from the prison, hide from a monster, defeat a big golem).
  • Game mechanics are also challenges. If there's an RPG system that gets players to do something awesome (GM moves in Dungeon World, Favors/Debts and Social Status mechanics from the Undying, Weak Moves from Dream Askew) - you can use those as challenges too.
  • Even a single challenge can create an unlimited number of unique stories - you just change the concrete details. McGuffins, NPCs, locations, etc.
If you find this list useful - please help me to improve and extend it!
  • Share more challenge ideas, how can these challenge lists can be extended?
  • What other big challenge categories could I add? Please share a few challenge examples in those categories.
  • Share interesting examples for each kind of challenge.
  • Share interesting complications and combinations of challenges.
  • Share feedback/advice/ideas on improving this project.
  • Share good resources (books, random tables, articles) I can use to extend this list.
Use the Adventure Writing Template to help you develop these challenges into a complete adventure.
I have also made an "Adventure Prompts Tool" that will pick the random challenges for you (it also contains some prompts for settings and villains).
Also see the Big List of Adventure Ideas - the list of challenges that will work well as the main idea for the adventure (a goal for the Players or the Villain).
If you want updates on my future posts - follow me here.
submitted by lumenwrites to DnDBehindTheScreen [link] [comments]

[A Beginner Friendly Casino Heist Guide] I decide to convert some of pain with randoms into this shareable

[A Beginner Friendly Casino Heist Guide] I decide to convert some of pain with randoms into this shareable
It is my first time composing a guide like this for GTA Online. So any criticism or suggestion is welcome! I really wish this can be helpful. There is a ton of wiki about it but I am just going to refine them into my own words.
Btw, this guide is not for people who is already a veteran. Casino heist is the easiest way to make a quick fortune so far because you can join a finale through your phone (although there is a cool down time between each). And you probably won't find any extreme method to maximize payout such as glitch. The main purpose of this article is help people have fun.
Scope Out
This is something you do once and for all. So there is no reason why you don't scope out all access points and P.O.I.. You can launch this mission every time when you are hosting the heist, but can only be done before selecting approach. There is plenty of Youtube videos about where to find them such as this.
Vault Content
Just to to the observatory and find 2 guys chatting. Sometimes they are at the front door but most of the time they are on the left side of building. One guy with a baseball cap and the other "bigger" guy with a cowboy hat. Start hacking through securoserv app while walk along with the guard while he takes a phone call. Don't run into or kill him cuz that will get cops on you. Hacking into security camera is easy so let's skip that (sometimes the Wi-Fi spot is in the restroom).
Casino Model & Door Security & Vault Door
All of them are complete waste of money. Casino model is purely decorative. If you want to practice hacking, just ask teammates or friends nicely to give you a shot in the vault or watch Youtube. And there is no need to practice drilling vault door because you are not on a time limit.
Before we jump into approaches, there is a prep mission called "Security Intel". It gives you all the camera vision without having to getting close to a camera. You will need to complete all Diamond Casino & Resort story missions as the host in order to unlock this mission. Once it's done, you don't have to do it again. The camera intel stays with you. JUST DO IT FOR VINCENT'S SAKE.
Prep Board
Next, I'm gonna tell you what each prep mission means and which optional missions are actually worth doing imo.
  • Silent & Sneaky
  1. Gunner: Hire the cheapest guy because you are not supposed to exchange fire anyway. There are two loadouts to choose from and both works great.
  2. Driver: Hire the cheapest guy because you don't need his help at all. This role is a fucking free rider and you will see why later. I always source Übermacht Sentinel Classic because it goes fast and handles the best. It matters in setup mission.
  3. Hacker: Hire Paige because she gives you more time in the vault. It's worth the investment. If you have Avi unlocked you can try him to. He takes 1% more cut but gives you 5 seconds more time in the vault when exposed and 3 more seconds when undetected. It's up to you whether he is worth it. To unlock Avi as hacker, you need to destroy all 50 signal jammers around the map in free mode. Youtube video guide is here.
  4. Patrol routes: It makes more enemies visible on mini map. I always do it but if you feel comfortable to skip it, I respect that.
  5. Duggan shipments: MUST DO! Because you are supposed to get head shot and without Duggan shipments gone, guards will wear bullet proof helmet. You want to have some kind of flying vehicle because targets are all over the map.
  6. Power drills: You wanna get it if you think there is enough time to hit deposit boxes AFTER grabbing all the main stuff.
  7. Security pass: ALWAYS GET LEVEL 2 SECURITY PASS! This saves you a ton of time from hacking key pads. You can cycle through this option to a picture with a valet and a dealer.
  8. Acquire masks: A complete waste of time.
  9. EMP device and infiltrate suits: The former cuts power out and the latter gives you nigh vision in dark as well as the ability to rappel down the elevator well when entering casino if you choose some doors near helipad as entrance. If you want to sneaky in or out more easily, go ahead and do both. I think it's not worth it. Gun is your best friend.
Planning Board
I usually chose staff lobby or waste disposal as entrance. But you must choose staff lobby as exit and select high level buyer. Staff lobby door is close to both sewer and nearby police station, and high level buyer gives you most pay. And DO NOT ever buy decoy or clean vehicle. They are total waste of money.
Finale
The general rule is DO NOT kill guards if they are not in your way, or patrolling to a dead body. Also watch out for cameras. You can only shoot down 1 camera. So just stun them. It can be difficult if teammates are not on mic cuz you might need to take down some guards in pairs. What I usually do is typing "Can someone please aim with me? You aim at right guy and I aim at left guy, then I fire right after you." in chat box. I found it works well as long as teammates read English. Probably many of you already knew this but you can hit daily vault twice both on your way in and out. The gate control is in security room. Another important note is that the guards will be able to see you though glass on doors, but they will not be able to see you through bullet proof glass around security room. As far as after getting into the vault, just make sure get your ass outta there before times counts down to 0. And also, elevator is for suicide only. TAKE THE STAIRS.
Then it's much easier. At this time you have not alerted anyone yet so turn to your right after getting out of casino. Check out the map below where I drew a route to a safe spot to jack a ride from NPC. You just need to make sure to knock out the first NOOSE on the left side of van, and knock out the second one patrolling the Lost club house. Don't shoot because that will alert them. After jacking a ride now you have 2 option. First is to go down the sewer where I marked with black circle, or steal a chopper on the helipad of nearby police station where I marked with red H. You can practice both in free mode in terms of where to go in the sewer and how to get to the helipad, but please bear in mind that sometimes the helicopter doesn't spawn. And ALWAYS turn left onto the highway from sewer exit because turning right will take you near to casino and that will get heat back on you.
Escape Route
  • Big Con
From easy to hard: Gruppe Sechs, Bug Star, LS Water & Power, Young Ancestor.
Prep Board
  1. Gunner: Hire the cheapest guy because you can't fire a bullet in casino. That will attract attention no matter where you are. The only way to kill anyone inside is knocking him out.
  2. Driver: Hire the cheapest guy, period.
  3. Hacker: Hire Paige or Avi.
  4. Entry disguise: Gruppe Sechs gives you a clean run without alerting anyone until you get back to stair well. But I personally find other disguise more exciting. You just need to watch some Youtube videos before try them out. Young Ancestor takes longest time and most challenging imo.
  5. Exit disguise: JUST DO IT. Without it, you will be hunted right after getting out of casino. Go get NOOSE or firefighter outfits. Firefighter mission is easier because you can call Lester to clear wanted level.
  6. Patrol routes: I would say this is not necessary if you are playing Gruppe Sechs, but highly recommended if you are using other entry disguise because you are dealing with more enemies.
  7. Duggan shipments: Not necessary at all! Since no shots will be fired, their protective gear doesn't do any use against knocking out.
  8. Power drills: Same as other approaches.
  9. Security passes: LEVEL 2!
  10. Masks: Nobody cares.
Planning Board
This is the same as silent and sneaky approach.
Finale
There is nothing complicated about big con especially Gruppe Sechs. Just check your map for guards that are hostile. Guards and cameras marked in red circles are hostile while white color indicates "friendly". After making up to the ground level, you will want to circle to the back area and knock 1 guy out. Then make your way to laundry room and change your outfit. After that you can walk outta there like a boss.
Once you are out of casino, it's the same deal as silent & sneaky.
  • Aggressive
Unarguably the only approach to play with randoms lmao. But you do get less time in vault and will lose take from getting shot at.
Prep Board
  1. Gunner: This can be flexible depending on your shooting skill. The cheapest guy already have automatic weapon so that's good enough for me. Go for better gunners if you enjoy shootout.
  2. Driver: Do I need to say that again?
  3. Hacker: Yeah one of those two.
  4. Patrol routes: Nobody cares because it will be loud.
  5. Duggan shipments: Let me say this, if you don't do it, it will take a full clip of mags with headshot to take down 1 guard. GET IT DONE!
  6. Power drills: There is less time in vault so I usually skip this unless it's a crew of 4.
  7. Security passes: If you don't get a level 2 pass then you are out of your mind.
  8. Acquire masks: Literally no one cares.
  9. Reinforced armor: It works like heavy heist suits in OG heists. It gives you more health but makes you run slower. If you have Duggan shipments wiped out then this is totally unnecessary. If there are rookie in your team then you might wanna get it.
  10. Boring machine: This is a super effective prep mission as it allows you to enter vault level through sewer directly. But you have to have this particular access point scouted first.
Planning Board
To get in and out faster, you would still want to choose staff lobby. But entering through main entrance is more dramatic and funny. And for the last time I have to say, DON'T WASTE MONEY ON DECOY OR CLEAN VEHICLE!.
Finale
There is really no need to explain anything here. But some people do take a different route after getting out of casino, which is around the inside of race track. You can still stick the the route I provided earlier but you might encounter 2 or 3 more cops on your way to jacking an NPC ride.
Ok guys, go watch some Youtube videos and read some other guides if you have not done this before. I really wish you have fun out there and not waste other players' time by reading my beginner friendly guide. Casino heist is definitely worth playing because R* created this based on all the lessons learned from previous guides. It will be likely to be the template of next generation of GTA Online, which is just 20 years away!
submitted by CallMeComrade to gtaonline [link] [comments]

Parasite is one of the hottest movies right now. Here are some other noteworthy Korean films from the 2010s, a couple of which you may not have seen

Ever since Oldboy and Memories of Murder came out in the early 2000s, Korean cinema has been rising in popularity, becoming among the more enthusiastically liked industries. Its ascension to even greater acclaim has been exciting to watch. The 2010s continues to show us how much quality and talent there is.
Aside from Parasite, a couple other Korean movies have won enormous acclaim, and made history very recently this very decade.
Remember The Handmaiden? Inspired by the novel Fingersmith by Sarah Waters, some consider it Park Chan-Wook's very finest, even more than Oldboy. This year The Guardian ranked this movie 41st in its 100 best films of the 21st century list. It was the first Korean movie to win a BAFTA for 'Best Film Not in the English Language'.
This erotic psychological thriller was a twisty tale about a woman who's hired as a handmaiden to a Japanese heiress, but is secretly involved in a plot to defraud her.
And it was only last year that Burning (Lee Chang-dong) made waves at the 2018 Cannes Film Festival. It became the highest-rated film in the history of Screen International’s Cannes jury grid, and the first Korean film to make it to the final nine-film shortlist for the Oscars. Barack Obama himself placed it among his top favorite movies of 2018.
Kim Ki-duk's Pietà (2012) won the Golden Lion. It was the first Korean film to win the top prize at one of the three major international film festivals — Venice, Cannes and Berlin.
If you haven't watched these yet - well, what are you waiting for?
Aside from these massive critical achievements for Korean cinema, there's some other noteworthy movies that should also get some more attention.
-Lee Chang-dong also directed the incredibly emotional Poetry (2010), about an elderly woman in the early stages of Alzheimer's disease who finds comfort in a poetry class. The movie is a bit of a Korean Ikiru, in a sense.
-From just 2010 alone, besides I Saw the Devil, also check out The Man from Nowhere, The Yellow Sea, and Bedeviled.
- War of the Arrows (2011) is badass period action, set during the second Manchurian invasion of Korea in 1636, where a skilled archer goes to save his kidnapped sister.
- The Thieves (2012) is a very twisty thriller: after a heist in South Korea, a gang of 5+1 fly to Hong Kong to look into a heist, in a Macau casino, of a $30M diamond, planned by someone unreliable. He brings in Hong Kong thieves as well.
- Montage (2013) is a shocking mystery. In 1998, a woman lost her daughter in a kidnapping case that never got solved. 15 years later, a kidnapper copies the unsolved case exactly.
- Ode to My Father (2014) depicts modern Korean history from the 1950s to the present day. During the Korean War, a young boy's vow to take care of his family marked the beginning of a lifelong promise spanning 60 years. This drama makes everyone cry.
- Assassination (2015) a Korean resistance plans to kill the Japanese Commander of an army. But their plan is threatened by a traitor within their group, and the enemies' forces hunting them down. The style of this espionage action flick is like a style mashup of Sergio Leone, John Woo and Steven Spielberg.
Also please check out anything by Hong Sang-soo, a couple of his lovely films feature the legendary Isabelle Huppert. Personal favorite is Claire's Camera (2017).
And if you dare, Moebius (2013) is a horror drama also by Kim Ki-Duk, which.....um, I think it's best you know little going into this shocker.
I'm just scratching the surface.
Can you guys imagine what's to come out next in the 2020s? My body is ready.
submitted by branchswinginghaster to movies [link] [comments]

A Big List of Challenges (Problems/Goals/Complications/Encounters) for your adventure (including Social, Exploration, Stealth, Mystery, and Combat).

Hi! I have compiled a big list of challenges your players can encounter during the adventure.
If you find this list useful - please help me to improve and extend it!

Action/Adventure Challenges

  • Defeat a villain and his minions.
  • Defeat a monstecreature/horde.
  • Obtain a McGuffin (item, vehicle, money, magic artifact, spell, your lost/stolen valuables, etc)
  • Obtain Information (an ancient book, a piece of gossip, a clue, secret codes, a way to break the curse).
  • Protect/Escort /Guard a person/creature (a rich merchant, a researcher, a young prince targeted for assassination, a last of its kind monster, tax collector, witness).
  • Deliver a person (make sure they don't escape).
  • Rescue a person/creature (rescue a hostage or a kidnapped person, break them out of captivity).
  • Track, Find, Chase, and Capture/Catch a person/creature/vehicle (a criminal, a runaway, a ship, a lost pet, an escaped experiment, the infected).
  • Find and save the missing person (lost kid, caravan, courier, spy.
  • Deliver a valuable/fragile item/cargo and protect it from danger (artwork, cursed artifact, mysterious crate, a treasure map, a message).
  • Destroy the target (an object, a cursed item, enemy weapon or infrastructure, the enemy base, a piece of blackmail on someone, a source of infection, close a portal).
  • Sabotage a plan (disrupt a ritual, prevent a prophecy, undermine the invasion, stop villain from achieving their goals).
  • Capture and secure the base/location (enemy city, friendly city under siege, a building, a military target).
  • Defend a location (protect a village from monsters, a city from the enemy army, prevent enemies from passing a bridge or a tunnel, protect a crime scene, meeting site, warehouse, protect a ritual to ensure it will get completed).
  • Your town/building/ship has been captured and overtaken by enemies. Survive under siege, liberate it.
  • Robbery/Heist (rob a train or a blimp, abduct a person, commandeer a ship, steal diamonds from the casino, steal wand from the mage tower).
  • Protect many innocent people (save people from a natural disaster for example, release the prisoners/slaves).
  • Win a competition (Complications: your team is bad, the other side cheats, you can only win by cheating, the event is more deadly than it was supposed to be. You are competing for other purpose than victory, such as to keep another contestant safe, to spy on someone, or to get into the place where the event goes down, to prevent villain from winning, to prove yourself, to impress someone).
  • Prepare for the mission. Get equipment/supplies/transportation/funding.
  • Deal with the consequences of a botched/evil magic ritual.
  • Distract the enemies. Act as bait for the ambush/trap.
  • Train a novice, keep a noble person safe while they go on adventure.
  • Build or repair an object (by collecting McGuffin ingredients).
  • Perform a Ritual.
  • Law Enforcement - act as a police for a town.
  • Intercept a delivery, escort, communications.
  • Prepare and execute an ambush.
  • Act as an experimental subject for a crazy scientist/wizard (for dangerous potions).

Exploration Challenges

  • Survive/avoid environmental dangers (think of the place itself as the “villain”, it is a monster without HP that "wants" to hurt players or drain their resources, and has certain powers to accomplish that. Traps, cave-ins, lava eruptions, rock-slides, avalanche, collapsing buildings, impenetrable mist, wild animals, dangerous/poisonous flora, falling into a pit, getting lost, etc).
  • Overcome environmental obstacles (a river on your way, a closed gate, climbing a mountain, a swamp, quick sand, slipping hazard above the abyss, thin ice, wild magic area. Retrieve an item from the bottom of the lake.).
  • Travel through multiple locations to reach the target.
  • Explore the location (to learn about it, to map it, to figure out what happened here. To find bandit camps, enemy encampments, monster nest, a way through, resources).
  • Find a lost location/person/item/treasure/clues.
  • Scout for information, survey the location/region (ahead of group, enemy territory, monster infested territory, uncharted wilderness).
  • Clear location of danger (creatures, traps, haunting ghosts, curses, infestation).
  • Track something/someone, find a trail.
  • Deal with a natural disaster (storm, earthquake, flood, meteor).
  • Survival (without food/water, deal with harsh weather, diseases. Find shelter. Repair a ship or a radio. Find a way to get back home.)
  • Enter a guarded area (overcome defenses, defeat security, sneak in unseen).
  • Escape guarded location (break out of prison).
  • Use environment to your advantage (start an avalanche to block a pass, assume the most optimal position for combat).

Social/Intrigue Challenges

  • Convince/Persuade a person to do/say/give you what you want.
  • Intimidate/Manipulate/Blackmail/Force someone to do what you want.
  • Befriend/Seduce someone, make allies.
  • Gain confidence or forgiveness of a person who doesn't like you.
  • Find a non-combat resolution.
  • Get caught lying/cheating/sneaking, and rectify the situation.
  • Persuade a group of people (an organization, an angry mob, snobby nobles. Persuade the army to take a route that will slow them down/lead them into an ambush, convince the bandits to raid the enemy, convince farmers to donate food).
  • Gain social status, power, political influence (prove your worth, gain respect, impress someone, get elected).
  • Change someone's social status (make them look good/bad, get them elected, overthrow a ruler).
  • Run a kingdom/village/team/organization/business, lead an army (build a new one, restore the failing one to former glory).
  • Change the society/group/organization (raise morale, lower the crime, stop witch hunts, deal with corruption).
  • Gain control over the territory (invade a country or repel the invasion).
  • Put down or incite rebellion/mutiny/conspiracy.
  • Negotiate a deal, bargain (political compromise, hostage negotiations, trade information, convince them to sign a document).
  • Resolve conflict, broker peace, unite rivaling factions, settle dispute.
  • Establish political/trade relationships .
  • Navigate a strange culture/customs (without offending anyone).
  • Cause conflict/rivalry/war, pit people/factions against each other (get enemy minions to mistrust each other).
  • Deceive a person.
  • Set someone up, shift the blame to someone else.
  • Infiltrate a group, conceal your identity (cult, bandits, enemy citadel, thieves guild).
  • Find the spy/traitomole.
  • Deal with being blackmailed, spied on, threatened, manipulated.
  • Deal with a nasty rumor or important information/secrets about yourself being out there.
  • Defend someone (or yourself) in the court.
  • Prosecute/judge someone in the court.
  • Put on a show, entertain.
  • Redeem or corrupt a person (teach someone a lesson, seduce someone to the dark/light side).
  • Recruit people to your cause.
  • Find a way to get someone to owe you a favor, find a way to repay the debt you owe to someone else.
  • Enforcement - apply pressure to a person to get them to do something or behave in a specific manner, without killing. (Calm down the rowdy gang, collect the debts).
  • Get enemy soldiers/minions to defect and switch sides.
  • Create a disinformation/propaganda campaign (feed it to the enemy spy, destroy someone's reputation, saw fear in the hearts of the enemy soldiers).
  • Perform a con.

Mystery/Investigation Challenges

  • Investigate a crime (murder, assault, theft, threats, blackmail, destruction of “x”, disappearances, corrupt law enforcer).
  • Spying/Surveillance, gather information on a person/creature/location without being noticed. (Are they up to something shady, are they whom they claim to be, discover their secret techniques, how are they bypassing security, how do they create “x”, involvement in “x”, what secrets are they hiding, where are they hiding “x”, where do they keep disappearing to, enemy troops, ).
  • Search for clues and put them together to reach a conclusion.
  • Find and interview witnesses, interrogate suspects.
  • Figure out what's going on, unravel a plot.
  • Figure out what happened in this location.
  • Find evidence (proof of innocence or guilt, expose a corrupt official).
  • Find out if the person is lying or keeping secrets, and what they are.
  • Figure out someone's plot/motives.
  • Figure out who's behind the plot.
  • Do research (find and read ancient texts, talk to old wise people).

Stealth/Heist Challenges

  • Steal (or plant) an item/information (modify enemy maps, plant disinformation. Plant clues to frame a person).
  • Escape from danger (overwhelming force, ambush, pursuit of the law or criminals).
  • Hide, cover your tracks, lay low.
  • Sneak through undetected (sneak past enemy lines to deliver a message to allied forces, sneak past the bouncers into a party).
  • Assassinate stealthily (sneak into the king's chambers, lure them out, use poison, make it look like an accident).
  • Deal with getting noticed / drawing an unwanted attention.
  • Clean up evidence (yours, someone else's).
  • Exchange a real item for a fake or vice versa.
  • Return a (creature, item) before anyone notices it's missing.
  • Sabotage (device, ritual) without being noticed.
  • Smuggle (creature, person, item) into or out of a location.
  • Security Testing - breach the clients security unnoticed.
  • Frame a person/group/nation for a crime.
  • Fake someone's death.

Villain's Moves

  • Personally confront the players.
  • Send minions after the players.
  • Hire a rival team of adventurers or thugs to go after players..
  • Send an assassin.
  • Send a spy.
  • Set a bounty on their heads.
  • Set a trap.
  • Setup an ambush.
  • Take hostages.
  • Threaten an NPC players like.
  • Frame players for a crime, declare them traitors/outlaws.
  • Reveal player's secrets, crimes they have committed.
  • Bribe the authorities/police to act against players.
  • Convince authorities/police that players are evil.
  • Make the public dislike the heroes.
  • Have a "dead man switch" that will hurt people or destroy something valuable if the villain is killed.
  • Know some information valuable to the players (like where hostages are kept, where the treasure is hidden), so players can't kill them, and must negotiate.
  • Set a time-bomb. Something horrible will happen unless players do what they're told.
  • Possess/blackmail/threaten an innocent person into doing their bidding.
  • Pretend to be someone else to deceive the players.
  • Befriend players to use them and betray them later.
  • Kidnap one of the players.
  • Join forces with another enemy of the players.
  • Plant false clues, create decoy trails.
  • Frame someone else for their crimes.
  • Kill hero's mentoally.
  • Cause mistrust, disorder, confusion, infighting among players or general population.
  • Hire people to commit crimes while pretending to be someone else to create mistrust/conflict among two parties. (Example: the bandits "from another country" attacks "local merchants", Start a plague in an uneducated city and have the "foreign merchant" sell snake oil cures, "native patriot" kills a "alien anarchist, etc.)
  • Put difficult choices in front of the heroes (like forcing Batman to save one of the ferry boats, to save Harvey Dent or Rachel).
  • Take away resources from the players (steal their items).
  • Give people the wrong idea about his powers/weaknesses.
  • Push player's buttons, play on heroes' flaws, temptations, fears.
  • Develop a good public image, make friends in the government, be beloved by the public.
  • Seduce player's allies to the dark side, convince/threaten them into betraying players.

Complications

  • Do it under time pressure (before the ritual is complete, before people run out of air, before reinforcements arrive, before or during the event, in transit, while you still have the chance).
  • Do it while competing with the rival team.
  • Unrelated people are interfering with the objective.
  • Do it stealthily (don't attract attention, don't leave clues, no witnesses).
  • Do it while pretending to be someone else.
  • Do it without revealing that your client is involved.
  • Prevent collateral damage, protect the innocents who are around.
  • Avoid violence. Defeat/capture the villain/creature without it being harmed.
  • Mitigate the risk, there's a high probability of causing a lot of damage if you're not careful.
  • Two challenges conflict with each other (you must break your stealth to help someone in trouble, capture criminal or save people who are currently in danger).
  • Difficult choice. Choose lesser of two evils, choose which people to rescue. Requiring personal sacrifice, risk, compromise.
  • Opportunities that come with a difficulty, cost or have negative consequences.
  • Resolve moral dilemma (the creature is dangerous but doesn't deserve to die, you're working for a bad guy, both sides of the conflict have valid points, completing a quest will harm people/environment).
  • Do it with incomplete information.
  • Do it with limited resources or without preparation.
  • Do it without access to powers you're used to having (while sick/injured/debilitated, in an area where magic is outlawed/disabled, having lost your equipment).
  • Locals here are unhelpful/hostile to you. You have low social status.
  • You can't trust anyone.
  • Doing it is illegal, or against authorities best interests, or is threatening a powerful group.
  • There are regulations/restrictions on what you can do hindering your progress.
  • Do it while being supervised (the media is all over you, a brilliant detective is on your tail, you are under suspicion, the enemy knows you're coming, you have a spy/mole).
  • Do it despite your flaws/temptations/fears.
  • It causes conflict/infighting within the team (player characters will have opposite goals/reactions to it).
  • Do it while working together with antagonist or someone else you don't like.
  • The side you're working for turns out to be evil.
  • The villain is someone you know/like/respect.
  • The villain is a respected public figure, celebrity, is liked by people or has authority over you.
  • Bad guy has a dead man switch, if he dies the others will suffer or treasure will be lost. Bad guy is the only one who knows the valuable information.
  • The people you're helping don't want your help.
  • Vital information turns out to be wrong.
  • Deal with the betrayal.
  • Mission has been rigged to fail from the start (PCs may be used as a scapegoat).
  • Objective is stolen before the PCs arrive.
  • Objective must be undamaged.
  • The important item has been transmuted and needs to be changed back, locked in a safe and needs a code to unlock, is a mineral that needs to be refined by a specific process. A book or a message is written in a foreign language that requires a translator.
  • Only a bad/unpleasant person can provide the item/information/favor you need.
Please leave a comment and contribute to this project!
Edit:
I've had a few pretty huge epiphanies while writing this post:
  • Stories are fundamentally about problem solving. Roleplaying is fundamentally about problem solving. This is the fundamental "game loop" of RPGs - GM puts a problem in front of the players, and they find creative ways to solve it, that's what gives them fun stuff to do and feels satisfying to accomplish.
  • Adventure Ideas are fundamentally problems. They create an exciting, challenging, important goal for the players to accomplish.
  • Big problems are broken down into small challenges. But fundamentally, the big climactic adventure/campaign goals and the small challenges players encounter on their way are the same thing. Every scene the characters solve a small problem, and it drives them towards solving the big problem. That's what plot points are - players solving or failing to solve a problem, which moves them closer to or farther away from the goal. Which feels exciting/valuable/dramatic.
  • Conflict, obstacles, social/exploration/combat encounters are fundamentally just sources of problems. There probably are other sources that can generate problems.
  • It's all just nested challenges: Campaign Problem > Adventure Problem > Scene Problem. And any challenge can be used on any of these levels.
  • Therefore, the list above is a list of adventure ideas and plot points at the same time. Make any challenge very important/difficult/exciting to accomplish - and it becomes an idea for the adventure or a campaign. Make any adventure idea relatively small and simple - and it becomes a scene challenge (encounter). Put a number of smaller challenges in front of the players - and you've got your basic story structure (a list of encounters, the gameplay). Because goals and challenges are fundamentally the same, just the nested problems, they can be combined in any order to create any number of unique adventures.
  • Also, it means that you can take big story ideas from movies, TV episodes, published modules, and use them as ideas for small encounters. Shawshank Redemption, Alien, Jaws, Incredibles - they can be big campaign ideas, small adventure ideas, or just a thing characters do in a scene (escape from the prison, hide from a monster, defeat a big golem).
  • Game mechanics are also challenges. If there's an RPG system that gets players to do something awesome (GM moves in Dungeon World, Favors/Debts and Social Status mechanics from the Undying, Weak Moves from Dream Askew) - you can use those as challenges too.
  • Even a single challenge can create an unlimited number of unique stories - you just change the concrete details. McGuffins, NPCs, locations, etc.
Edit 2:
Wow, this is taking off. If you like this post, you will probably enjoy my posts on Adventure Writing Process, Adventure Template (a list of the most important questions to answer when designing an adventure), and Making Combat Awesome. If you want updates on my future posts - follow me here.
Edit 3:
Created a little "Story Generator App" that will pick the random challenges for you.
submitted by lumenwrites to AdventureWriters [link] [comments]

Really Long and not finished but here goes:

Setting: United States, (Mainly Coasts of California and their cities) The world is increasingly becoming more Draconian with a lot of politicians ceasing more freedoms from people in the name of “safety.”
An intelligent, formal young man (skilled in technology and computers) finds out that his little brother has been diagnosed with cancer. He is sad, as his parents can not afford the treatment (they live in America) but the parents go through with it anyways, although they will be left with a massive amount of debt.
However, an opportunity arises when [Main Character]’s friend tells him about a heist he’s involved in and that MC should join in if he wants to pay for his brother’s cancer treatments. His friend also points out that his intelligence could be of good use. MC is at first shocked and had no idea that one of his best friend’s was a criminal, but MC, after a long time of thinking and desperation, he accepts his friends opportunity.
So, days later, MC’s friend drives him to the planning headquarters. MC is introduced to the crew, the leader explains the plan to MC. MC, however, points out flaws in his plan and offers to modify the plan. The heist leader is impressed and follows along with MC’s suggestions. MC spent a long time researching and investigating the bank beforehand. MC however makes a rule that if they follow his plans, no innocent people should be harmed.
Fast forward a week and the heist begins. They walk in, dressed as normal people but with disguises. They have a distraction, driver, hacker, and two money grabbers. MC’s methodical plan is executed perfectly as no suspicion is raised until a day later. No deaths occur and they obtain a total payout of $1,350,000. MC gets a cut of $270,000. The crew takes a liking to him. MC’s friend feels proud.
MC however, has to think about how the payments will transfer to his parents. After much thought, he decides he’ll perform money laundering by targeting a business on the verge of growth. He finds a greedy business man he knows about who is desperate for his company to succeed. MC offers him a deal. MC will transfer money to his company using a realistic algorithm which will increase his profits. However, the businessman must transfer at least 40% of that money to MC in donations, and if asked why, MC tells him to say that they were “good friends.” At first the businessman disagrees saying that 40% is too much, but MC promises him a massive amount of money regardless of that. Even though MC would prefer to be able to take all the money, he knows there is no other way, as if he started a business himself, that would take a lot of time from heists and keep him too busy. The business man accepts. He calculates a realistic net growth for the company and creates an algorithm to implant the money earned daily.
Soon, the crew continues for another two heists with MC plotting everything and urging them on until the crew call it quits. MC however decides its not enough money. MC’s friend is shocked but excited. “Wow, you’re good at this you know?” He smiles at MC. MC decides to download Tor, and access the dark web. He completely anonymizes his internet presence and takes as many precautions as he can to avoid being traced. The game begins.
MC hires a crew of five other people and his best friend. They have a bigger goal this time. The “Jacque Diamond Shop” Heist. The estimated payout is about $5,000,000 worth of jewelry, gold, and diamonds. MC begins the setup and planning. The hired crew urges MC to allow the use of guns, but MC disagrees, arguing that he does not want to kill civilians or police and it is more efficient and better long term to go stealthily and undetected. The planning stage takes two months. It requires observation, intel, trap placements, hacking, and explosives.
Meanwhile, a detective is on MC’s case. Zero, a genius detective who works with law enforcement, takes notice of three heists that we’re committed without any detection of the entire crew and little evidence left behind. This case interests him and he decides to begin an investigation. Zero obtains as much intel and information as he can about the three heists that were committed in areas that were in relatively close proximity to each other. Zero concludes that there is an 95% chance that the crew is from the Central Coast region of California. Zero notices that there is a pattern as well. Most criminals would quit after one heist, but they’ve continued. Zero attempts to predict where the next heist will happen.
The Hunt Begins.
Overall, throughout the story, Zero gets closer and closer to MC. MC takes notice of this and tries to outsmart him and throw him off by performing heists outside of California and in other states, eventually performing heists in Europe. MC even hires someone off the black market to impersonate him and his main crew while they’re gone doing heists. When they are off doing heists, they use I.D’s of made up people. The stakes are high, as just one mistake from these strangers could potentially ruin everything. Eventually, MC’s brother is in remission from cancer. But MC decides he can’t stop now. He wants to send a message to the elite and politicians of the world. With his intelligence, wealth, and wit, he can become something bigger. This is even foreshadowed in chapter one where MC is shown to have a hatred for the ruling, corporate elite of the world and that the world could be a much better place if they donated their money and political power to good causes, instead of stripping away freedoms and starting wars for power grabs in this ever increasingly draconian world. This was partly the reason why MC agreed to his friends opportunity, as MC has no problem robbing faceless, corporate banks and organizations. To add onto it, deep down, MC is addicted to the rush and excitement he gets from performing heists. MC eventually begins virtual hacking of banks and corporations. It becomes a hacking battle. MC is virtually untraceable.
However, the story has a tragic ending. MC decides that one final heist is needed. His Magnum Opus. The “Grande Casino Heist.” It’s essentially worth $600,000,000,000. The setup takes a year of planning and a total of 30 men. It’s about to be successful and MC is about to escape, butterscotch free until a miscalculation results in failure. Zero predicted two of where MC’s heists would take place and concluded that the next one would be here, thanks to his deductive reasoning and evidence. MC falls for Zero’s trap. MC is shot and killed.
submitted by Bluehatake to StoryIdeas [link] [comments]

Ever want to take your group to Las Vegas?

Here is a 1-shot adventure I made, that could easily be fixed to suit any campaign! It comes complete with a whole town, some notable NPCs, some games to play while they are there, and a heist adventure if your players are keen!I playtested it with my group last Friday and they loved it :) Let me know what you think, or if you play it with your group!
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The group has come to the bustling town of Everhaven, a massive stone city in the middle of nowhere outside of all lordly jurisdiction. What once was a safehaven for unlawful deeds, gangs and thieves and murder, has since become an incredible tourist attraction for upper-class citizens to feel the thrill of skullduggery with minimal risk (as well as those looking for an easy pocket to pick). With buildings stretching towards the sky engraved with immaculate relief decor along its pillars and archways; gold and jeweled accents; and magically enhanced lighting illuminating every corner, rooftop, and statue, the city of Everhaven is an overwhelming mecca of visual stimulation.You arrive at the main square, where hundreds of other carriages are dropping off persons of every shape and size. A large group of richly adorned dwarves with gems on every finger scramble out of a red velvet carriage and immediately begin arguing about which attraction to visit first. A few high elves laugh behind their hands, though their red cheeks reveal their obvious drunken state, while leaning against a statue of angels playing fanfare trumpets in every direction - light spewing out of the metal horns in a magical rhythmic dance into the sky above. To your right is a large stable run by a sturdy group of stablehands, who are keeping busy taking care of the myriad of animals being herded into the city with frantic efficiency. Leaning against the stables are a group of rough and unfriendly looking folks, scars streaking across their exposed skin and blades at their belts. If the group talks to them, or succeeds on a 12 PER check, these are mercenaries to be hired for protection for pickpockets. (use the thug statblock (mm pg 350) for 2 silver per day or veteran (mm pg 350) for 2 gold per day).Eventually, an overzealous male half-elf (Fenian, The Silver Song) approaches you, adorned with a sequin silver vest and small white lute. He wears a hat with bells that jingles incessantly as he strides up to greet you. He offers to give you a tour of the city, and he specializes in the grand jewel of the of Everhaven - The Clover. He asks for 10 silver for the regular tour, with the best-selling vocalization, or 20 silver for without music accompaniment.Anyone with a passive perception of 10 or less will at some point, if not multiple points, be pick pocketed during their stay unless they hired a guard.On the tour he points out the various mercenary groups along the way, and makes note of the major attractions. The group can also see these if they decline his services:
If the group is having enough fun just exploring - let them. Otherwise, if they make enough money or make enough of a ruckus, then a stranger will approach them with a plan too good to pass up.
This female purple-skinned tiefling (Marzas Alrozath) has a scar over one eye and is missing a few teeth, but is otherwise well kept and clean. Her hair is shaved in zigzag patterns on both sides and a ponytail at the back. She wears padded black leather, with various pockets sewn in. Her belt has too many coin purses. She takes you to the Pepper Parlour and pays for your meals “There is no better place to talk of such matters than in a room full of raucous pigs.” She explains that she is interested in working with you to break into The Clover’s vault. There is more money there than God knows what to do with. It is heavily guarded with too many traps. She heard from a good source that there is, however, a way around the majority of these hazards - a central access point to the subterranean cellars connecting all of Everhaven together. She knows it's somewhere in the middle of town, but hasn’t been able to find where yet. She asks you to seek it out, as she cannot do it herself as they have her records on file (she became a member years ago, and they have her spit to track her movement inside the casino. If the party is already members they have disadvantage on any stealth checks made while in the Clover. The secret entrance is underneath the Smiling Lady Statue through the mechanic's entrance)Alternatively, you can try and find someone in The Clover who has little loyalty to the company, or someone who knows the space well can help you? Perhaps a key, or a map, or intel on what awaits you? (Fenian the guide, Balor the server at The Clover's Bar, or Two-Teeth at the Houndgrave)
Map to the Clover's Staff Area (accessible through the far back of the casino) (one with traps, one without)
TRAPS: If any traps go off, make an additional stealth check for alerting the guards (except for Trap 4)
  1. Trip wire - PER 12 check to notice the wire, or DEX 12 save to avoid stumbling.
  2. Door trap - DEX 12 save. A heavy iron block falls on your head. Take 1 D6 damage you are Stunned for 1 minute, with disadvantage on any saving throws for 10 minutes.
  3. Door trap - DEX 12 save. A heavy iron block falls on your head. Take 1 D6 damage and you are Stunned for 1 minute, with disadvantage on any saving throws for 10 minutes.
  4. Huge metal locked door to the vault - PER 12 check to notice the trap. If door isn’t unlocked the right way, then a loud siren goes off and you are Deaf for 1 minute (alerts the guard immediately).
  5. Trip wire - PER 12 check to notice the wire, or Con 15 save or be be blinded for 1 minute
  6. The floor in this room is jiggly. Movement across the room sends nearby creatures bouncing into the air. A successful Intelligence (Investigation) or Intelligence (Arcana) check (DC 15) will grant knowledge of how the jelly floor acts. A Wisdom (Perception) check (DC 15) is required to notice the jelly floor. The walls themselves are slightly sticky, which allows you to walk across.The floor feels like hard stone when lightly touched touch, but while walking across the floor or if hit, it really jiggles. A creature, and any creature who is within 5 feet of them, who is walking across the floor is tossed 10 feet into the air, hits the ceiling and takes 1d6 bludgeoning damage.
  7. If you don’t approach the door from the walls or ceiling (aka you open it from the floor), sleep gas is emitted into the hallway. (DC 15 Wisdom saving throw)
  8. Motion sensor - If the door wasn’t opened correctly, then this automatically goes off. Dex save or else darts shoot from the corners, take 2D6 damage.
  9. Tripwire - PER 12 check to notice the wire, or 12 DEX save to avoid stumbling.
  10. Tripwire - PER 12 check to notice the wire, or spikes fly out from the group. Take 1 D10 piercing damage
  11. Pressure plates - PER 12 to notice the plate, or else the pressure plates release sticky slime to the ground which acts as difficult terrain and sticks to your feet for 1 minute after leaving the terrain.
ROOMS:
CASINO GAMES (all Dealers / Game Masters have a DC 13 against sleight of hand checks) Lucky 7s - Roll 2D6. Players bet either over or under 7. Players can either double down or quit - pot then doubles until either the players cash out, they choose wrong, or a 7 is rolled. Once a 7 is rolled, the house wins.
Devil's Dice - Roll 3D6. Players pick a # between 1-6. If 0 of the dice match this number, the house wins. If 1 of the dice match, they win back their bet. If 2 match, they double their bet. If 3 match, they triple their bet.
High or Lower - Roll 2D6. Dealer shows 1 dice to player, and the player has to guess whether their sum is higher or lower than the Dealer's dice. Can double down, and then roles swap for who shows their dice first.
I tried making a few games that weren't just dice games, but also offered some role play elements.
Karaoke - Roll performance against the crowd's reaction. Roll 1D20 against the player's Performance (Player's have advantage if they perform a duet). Earn 1 gold for the difference between these rolls (ie: Player's rolled a 18 performance, DM rolled a 12. Players earn 6 gold)
Dunk the Drunk / Archery - Roll for a ranged attack. 10-15 earns back their bet. 15-20 earns double the bet. 20+ earns double the bet plus a special item (up to DMs discretion)
Hammer Strike - Simple enough - DC 15 Athletics wins double the bet.
*edit - Forgot to add in the casino games like I promised - whoops!
submitted by mouharle to DndAdventureWriter [link] [comments]

diamond casino heist who to hire video

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The Diamond Casino Heist has been in the news before, for hosting one of the most mind-bending storylines in GTA Online. Contrary to common belief, grabbing a fortune of loot while everyone else GTA 5 Diamond Casino Heist is a feature where the player will work with the Cheng family to break into the Diamond Casino, the most secured place in the whole city. The GTA 5 Diamond Casino Heist is a big mission with many steps and preparations. The game will give you 3 approach options to complete this mission Silent and Sneaky, Aggressive, Big Con. This guide is a complete walkthrough of the Aggressive approach to the Diamond Casino Heist. Our Big Con approach guide is here and our Silent & Sneaky guide is here.Make sure you also check out how to unlock the elite hacker Avi Schwartzman for more time in the vault, our payout/take guide, and also the POI and access point guide. The Diamond Casino Heist is the biggest ever to hit GTA Online, and requires drawing up meticulous setup plans to walk away with the maximum payout. Here’s a run-down of the setup board for the After you’ve purchased an arcade and gotten it up and running, you can get started with the Diamond Casino Heist by entering Lester’s underground base. Here, you’ll find three blackboards, which correspond to the three stages of the heist. The first is called The Set Up. Diamond Casino Heist: The Set Up. To complete this phase of the heist, you’ll first need to scope out the casino The Diamond Casino Heist is a content update for Grand Theft Auto Online, released on December 12th, 2019. 1 Description 2 Content 2.1 The Diamond Casino Heist 2.2 Properties 2.3 Jobs 2.4 Characters added to GTA Online in this update 2.5 Character Customization 2.6 Collectibles 2.7 Weapons 2.8 Vehicles 2.9 Radio 3 Changes 4 Discounts & Bonuses 5 Gallery 5.1 Official Screenshots 5.2 GIFs 5.3 You will have to handle the logistics related to your pending heist in this phase. It is time to hire a gang of NPCs, choose the vehicles to be used in the heist, and also select any disguises or other items you will require. Make sure you choose carefully because they will directly influence the outcome of your heist. Advertisements. How to Win the Diamond Casino Heist in GTA Online. GTA This guide is a complete walkthrough of the Big Con approach to the Diamond Casino Heist. Our Silent and Sneaky guide can be found here and our Aggressive approach guide is here.There is also a variant of this approach which uses Yung Ancestor disguises instead and you can read how to do that here.Make sure you also check out how to unlock the elite hacker Avi Schwartzman for more time in the You can now hire specific crew members to speed up the process or choose to complete additional prep in order to gain the necessary equipment, as it is crucial to be fully prepared for a better chance at succeeding the heist. Watch below for gameplay of the Diamond Casino Heist preparation! iFruit Radio and New Vehicles. There is more to this massive update then just the Diamond Casino heist The Diamond Casino Heist is now available in GTA Online.. The Diamond Casino & Resort might be under the questionable management of the Duggans, the ruthless Texan petrochemical magnates who stole control from Tao Cheng and the Triads, but business is still booming.. Now it’s time to act on that cryptic text you received from Cheng Family Holdings. Georgina Cheng – VP of Cheng Holdings and

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GTA Online The Diamond Casino Heist - Vault Explosives ...

The Silent and Sneaky approach to the Diamond Casino and resort DLC is probably the hardest you could do. If you follow this walkthrough you might be able to... This is the best way to do big con artwork in my opinion.This video is not showing the fastest way to do the heist. It is just the best way to get the most m... Hello Everyone,My Name is Bryan,and I'm 12 years old,I like to play fortnite (little bit) and gta 5 as well,I'm single,I like soda. This is my second acco... We're trying the heist again GTA 5: Online gameplay! We learn from our mistakes?Check Out Our First Attempt! https://youtu.be/i6aTVwuZ1McMore GTA V Heists ... GTA Online: The Diamond Casino Heist - Heist Prep: Vault Keycards walkthrough \ guide played in hard difficulty SOLO - No commentary (1080p - Full HD)GTA Onl... ***Check the Description!. Check the Channel. Subscribe!***You can press Y on locked characters to see info on how to unlock them.So, you got yourself a boar... How to escape the diamond casino heist with no cops. The easiest way to make money in gta 5 online GTA Online: The Diamond Casino Heist - Heist Prep: Vault Explosives walkthrough \ guide played in hard difficulty SOLO - No commentary (1080p - Full HD)GTA O... Aggressive Approach to the GTA Online Diamond Casino Heist - Complete Walkthrough. 👉Full written guide: https://bit.ly/2MFGurU Access Points & POIs: https... A tutorial on how to get a helicopter on the Diamond Casion Heist EVERYTIME on GTA Online.SHAREfactory™https://store.playstation.com/#!/en-ca/tid=CUSA00572_00

diamond casino heist who to hire

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