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By being loyal and cooperative citizens, making sure to have an inside traitor, making their plans telepathically, being aware of the security features of the state, and by removing them only in the terminal phases of the plan. Most of the town-centric plot will be subtle power plays between the "three factions", defector stories from the police force (see ...


4

Your idea doesn't sound intrinsically uninteresting so that's not the problem. Also, as you haven't actually run the game yet, it's not your players you need to make the game more 'exciting/engaging' for it's you. You probably know best what motivates you to GM, but there are a number of common things that cause GM's to lose interest in their games. I ...


4

Sounds like a decent idea to me, OP. I think you just need to add more details and things that happen along the way, but you have the driving cause for an adventure in place. It sounds to me like you're making a more intrigue/mystery themed adventure rather than a straight-up hack-and-slash, so I'm going to write some suggestions with that in mind. Have a ...



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