The Playbook
Pre-op briefing, somewhere off the grid
"A good crew doesn't improvise. They execute."
The Playbook is for operators who know what they want to do and need to know how to do it. Every guide here starts with a goal and ends when the job is done. No theory, no detours, no waiting.
Pick your job. Follow the play. Adapt as needed.
Operations
Goal-oriented guides for running jobs at the table.
| Guide | When to use it |
|---|---|
| How to design a heist operation | Before a session — planning the job |
| How to run an infiltration | During prep — building the approach |
| How to run a social conflict | At the table — when words are the weapon |
| How to run a chase sequence | At the table — when someone runs |
| How to handle an interrogation scene | At the table — when someone is caught |
Guides coming soon.
Campaign Management
Guides for longer arcs and ongoing play.
| Guide | When to use it |
|---|---|
| How to track Heat across a campaign | Ongoing — keeping the pressure alive |
| How to manage Faction reputation | Ongoing — tracking who owes what |
| How to run the Favor Bank | Between sessions — settling debts |
| How to run a long-term Conspiracy arc | Campaign planning |
Guides coming soon.
Session Infrastructure
The prep work that makes sessions run.
| Guide | When to use it |
|---|---|
| How to run Session Zero for a Syndicate campaign | Before the campaign begins |
| How to introduce a new player mid-campaign | When the crew gets a new contact |
| How to design a recurring NPC | During campaign development |
| How to build a custom Faction | World-building |
Guides coming soon.
Contributing
For writers and contributors.
| Guide | When to use it |
|---|---|
| How to write a Mission Brief | Writing adventure content |
| How to write a Full Adventure | Writing extended scenarios |
| How to write a Dossier entry | Writing reference content |
Guides coming soon.
Looking for rules data instead of procedures?
If you need specific values — Heat thresholds, faction stats, NPC attributes — that's in The Dossier.
If you want to understand why a mechanic or flair was designed the way it was, that's in The Briefing Room.