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Well, I’m running an adventure where the players will be part of a revolution against an oppressive empire.
My idea is for the revolutionary group to weaken this empire by reducing its resources. To do this, the plan is for them to rob the mint in one of the cities to gather funds for the revolutionary cause.
However, how can I create the adventure in a way that the players receive a reward but don’t end up with all the gold and simply disappear with everything, creating financial imbalance and making the game unbalanced?
Any tips? I think a bank heist could be a lot of fun to GM, but at the same time, I don’t want to create a problem in my game.
Thanks in advance.
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I'd suggest you give them the option out of character, as to the direction they want you to write the plot:
Do you want to make a substantial cut of the haul but still pass most of it on to fund the revolution? If so then no prob, you'll have X amount of gold and the revolution storyline continues.
Or do you want to screw your allies over and try to keep the lot? If you do then this will become a game about getting away with it. Note that this isn't a video game - if you try to spend a million gold in one place, people will notice and they will find you. And wherever you keep the gold will not become magically invulnerable to another heist with you as the targets this time.
Be upfront about the risks so they don't think you're arbitrarily screwing them over.