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3

A game about stealing-- and nothing else-- is a puzzle-driven game. And there is nothing intrinsically wrong with a puzzle game, if this is what you and your player (solo, in this case) both want. It would be roughly analogous to a story-lite or story-free sequence of dungeon crawls, where the focus is more on the tactics of hacking and slashing and ...


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The Essential Requirement for Adventure is Conflict In most campaigns the conflict is obvious: "Here there be monsters". For your campaign you need to invent something a little different. Just stealing stuff does provide some conflict automatically. The PC has to get around guards, pick locks, fence the goods - but these are fairly static challenges that ...


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Adding an overarching plot may be a good place to start. Make it feel like there is a story with some progression to it, as opposed to a random string of robberies that don't have any end to them. The important thing is to make sure your character feels a sense of progression, and like he is being challenged and growing. In the end, it probably won't be ...



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