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* Something beyond anyone's control happens and utterly (and believably) [[AllForNothing destroys both the Score and whatever the Mark wanted in exchange]], leaving both sides dissatisfied. Two common problems with this are that Marks tend to (utterly irrationally) [[NeverMyFault blame the Crew for their misfortune]], and that if the Score was in any way unique, they will realize the truth if it ever shows up again.

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* Something beyond anyone's control happens and utterly (and believably) [[AllForNothing destroys both the Score and whatever the Mark wanted in exchange]], leaving [[NoMacGuffinNoWinner both sides dissatisfied.dissatisfied]]. Two common problems with this are that Marks tend to (utterly irrationally) [[NeverMyFault blame the Crew for their misfortune]], and that if the Score was in any way unique, they will realize the truth if it ever shows up again.
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Merged with The Con


* '''[[BitCharacter Bit players]]''' have minor roles in the con and, ideally, [[MassiveMultiplayerScam everyone the Mark has contact with during the entire scheme is controlled by the Crew]].

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* '''[[BitCharacter Bit players]]''' have minor roles in the con and, ideally, [[MassiveMultiplayerScam everyone the Mark has contact with during the entire scheme is controlled by the Crew]].Crew.
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TCWC is being merged into The Con


* '''The Roper''' "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con unfolds.

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* '''The Roper''' "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon.a layered con. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con unfolds.
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forgot a few


* '''TheMark''', obviously.

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* '''TheMark''', '''The Mark''', obviously.



# '''The Rope''' is the point where TheRoper approaches TheMark and starts the conversation. Their primary goal is to appear shifty, confident, and [[KansasCityShuffle just a smidgen dumber than the Mark considers themselves to be]]. While the specific way of roping in the Mark is often linked to the Angle in some way, the Angle itself should be reserved for the actual con down the line.

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# '''The Rope''' is the point where TheRoper the Roper approaches TheMark the Mark and starts the conversation. Their primary goal is to appear shifty, confident, and [[KansasCityShuffle just a smidgen dumber than the Mark considers themselves to be]]. While the specific way of roping in the Mark is often linked to the Angle in some way, the Angle itself should be reserved for the actual con down the line.

Changed: 3

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* '''TheMark''' is the character who is getting conned. While they may be targeted because of their position in an organization or of some other external context, a con is always a very personal crime, precision-engineered for the Mark.

to:

* '''TheMark''' '''The Mark''' is the character who is getting conned. While they may be targeted because of their position in an organization or of some other external context, a con is always a very personal crime, precision-engineered for the Mark.



* '''TheRoper''' "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con unfolds.
* '''TheShill''' validates the Tale by feigning adversity to the Mark, either as TheRival who wants the same thing or as an enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.

to:

* '''TheRoper''' '''The Roper''' "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con unfolds.
* '''TheShill''' '''The Shill''' validates the Tale by feigning adversity to the Mark, either as TheRival who wants the same thing or as an enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.
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* '''[[CaperCrew The Crew]] ''' is a group of characters running the con. Since only the simplest {{Short Con}}s can be pulled off by one person, most require multiple actors playing multiple roles.

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* '''[[CaperCrew The Crew]] ''' is a group of characters running the con. Since only the simplest {{Short Con}}s short cons can be pulled off by one person, most require multiple actors playing multiple roles.
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Changed: 18

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* '''[[TheTale The Angle]]''' is a specific detail that the Crew can use to sink their hooks into the Mark. Very often, the discovery of an Angle is what puts a con into motion in the first place.

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* '''[[TheTale The Angle]]''' '''The Angle''' is a specific detail that the Crew can use to sink their hooks into the Mark. Very often, the discovery of an Angle is what puts a con into motion in the first place.



* '''TheShill''' validates TheTale by feigning adversity to the Mark, either as TheRival who wants the same thing or as an enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.

to:

* '''TheShill''' validates TheTale the Tale by feigning adversity to the Mark, either as TheRival who wants the same thing or as an enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.



# '''The Hook''' is where the Mark must buy into TheTale. The best way to do this is by showing them an [[GetRichQuickScheme opportunity]] and trying to stop them from seizing it[[note]]e.g. by trying to hide it or to convince them that it's impossible, etc.[[/note]] in a way that the Mark can overcome with some effort. By letting them voluntarily take the PathOfMostResistance, the Mark is essentially led to dupe themselves.

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# '''The Hook''' is where the Mark must buy into TheTale.the Tale. The best way to do this is by showing them an [[GetRichQuickScheme opportunity]] and trying to stop them from seizing it[[note]]e.g. by trying to hide it or to convince them that it's impossible, etc.[[/note]] in a way that the Mark can overcome with some effort. By letting them voluntarily take the PathOfMostResistance, the Mark is essentially led to dupe themselves.
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** The '''FakeMark''' is a sub-category of the Shill deployed against TooCleverByHalf Marks who then team up with the Face or the Roper to "con" the Fake Mark, validating the actual con.

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** The '''FakeMark''' '''Fake Mark''' is a sub-category of the Shill deployed against TooCleverByHalf Marks who then team up with the Face or the Roper to "con" the Fake Mark, validating the actual con.
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''This section is based on "The Grifters", an unpublished ''TabletopGame/BladesInTheDark'' supplement by [[TabletopGame/SpiritOfTheCentury Rob Donoghue]].''

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''This section is based on [[https://www.dropbox.com/sh/943xxoef30rijwi/AAC7G5TLHXV9gnQK7A-z3Tdha?dl=0 "The Grifters", an unpublished Grifters"]], a ''TabletopGame/BladesInTheDark'' supplement by [[TabletopGame/SpiritOfTheCentury Rob Donoghue]].''
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# '''The Score''' is the crucial junction where the Mark does whatever the Crew wants it to do: money and {{MacGuffin}}s change hands, secrets are revealed, etc. However, this is also where the Mark is at their most suspicious and dangerous -- which the Crew can actually use to their advantage by having something "go wrong" in a way that the Mark was expecting[[note]]e.g. if they expect an InevitableMutualBetrayal or an attack during the exchange, then they should be betrayed or attacked during the exchange[[/note]]. This makes them less careful, raises urgency, and may cue into...

to:

# '''The Score''' is the crucial junction where the Mark does whatever the Crew wants it them to do: money and {{MacGuffin}}s change hands, secrets are revealed, etc. However, this is also where the Mark is at their most suspicious and dangerous -- which the Crew can actually use to their advantage by having something "go wrong" in a way that the Mark was expecting[[note]]e.g. if they expect an InevitableMutualBetrayal or an attack during the exchange, then they should be betrayed or attacked during the exchange[[/note]]. This makes them less careful, raises urgency, and may cue into...
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None


* '''Bit players''' have minor roles in the con and, ideally, [[MassiveMultiplayerScam everyone the Mark has contact with during the entire scheme is controlled by the Crew]].

to:

* '''Bit players''' '''[[BitCharacter Bit players]]''' have minor roles in the con and, ideally, [[MassiveMultiplayerScam everyone the Mark has contact with during the entire scheme is controlled by the Crew]].
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* '''[[ConMan The Face]]''' is the character running the con and the main point of contact with the Mark. Ideally, however, they are not the first crew member who contacts the Mark, as that is the job of...
* '''TheRoper''' is a character who "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con unfolds.
* '''TheShill''' is a character who validates TheTale by feigning adversity to the Mark, either as TheRival who wants the same thing or as an enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.

to:

* '''[[ConMan The Face]]''' is the character running runs the con and is the main point of contact with the Mark. Ideally, however, they are not the first crew member who contacts the Mark, as that is the job of...
* '''TheRoper''' is a character who "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con unfolds.
* '''TheShill''' is a character who validates TheTale by feigning adversity to the Mark, either as TheRival who wants the same thing or as an enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.



* '''TheFixer''' is a character who doesn't have an immediate role in the con but provides equipment for its Crew, oversees their progress and communications, and steps in if things go south.
* '''The Outside Player''' plays no part in the con until the very end, when they enter the scene to enable a clean getaway for the Crew (of which they are not necessarily a part of).

to:

* '''TheFixer''' is a character who doesn't have an immediate role in the con but provides equipment for its Crew, oversees their progress and communications, and steps in if things go south.
* '''The Outside Player''' plays has no part in the con until the very end, when they enter the scene to enable a clean getaway for the Crew (of which they are not necessarily a part of).



# '''The Score''' is the crucial point where the Mark does whatever the Crew wants it to do: money and {{MacGuffin}}s change hands, secrets are revealed, etc. However, this is also where the Mark is at their most suspicious and dangerous -- which the Crew can actually use to their advantage by having something "go wrong" in a way that the Mark was expecting[[note]]e.g. if they expect an InevitableMutualBetrayal or an attack during the exchange, then they should be betrayed or attacked during the exchange[[/note]]. This makes them less careful, raises urgency, and may cue into...

to:

# '''The Score''' is the crucial point junction where the Mark does whatever the Crew wants it to do: money and {{MacGuffin}}s change hands, secrets are revealed, etc. However, this is also where the Mark is at their most suspicious and dangerous -- which the Crew can actually use to their advantage by having something "go wrong" in a way that the Mark was expecting[[note]]e.g. if they expect an InevitableMutualBetrayal or an attack during the exchange, then they should be betrayed or attacked during the exchange[[/note]]. This makes them less careful, raises urgency, and may cue into...
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Many long cons required several recurring roles to perpetuate the ruse, and it is important that crew members stick to their already-established roles in front of the Mark. Any crew member seen by the Mark is thus considered "burned". The most common roles are:

to:

Many long cons required require several recurring roles to perpetuate the ruse, and it is important that crew members stick to their already-established roles in front of the Mark. Any crew member seen by the Mark is thus considered "burned". The most common roles are:
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None


* '''[[TheTale The Angle]]''' is a specific detail that the Crew can use to sink their hooks into the Mark. Very often, the discovery of an Angle is what enables the whole con to take place in the first place.

to:

* '''[[TheTale The Angle]]''' is a specific detail that the Crew can use to sink their hooks into the Mark. Very often, the discovery of an Angle is what enables the whole puts a con to take place into motion in the first place.
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None


Many long cons feature recurring roles that need to be filled to perpetuate the ruse, and it is important that crew members stick to their already-established roles in front of the Mark. Any crew member seen by the Mark is thus considered "burned". The most common roles are:

to:

Many long cons feature required several recurring roles that need to be filled to perpetuate the ruse, and it is important that crew members stick to their already-established roles in front of the Mark. Any crew member seen by the Mark is thus considered "burned". The most common roles are:



* '''[[ConMan The Face]]''' is the character running the con and the main point of contact with the Mark. Ideally, however, they are not the first crew member who contacts the Mark -- that is the job of...

to:

* '''[[ConMan The Face]]''' is the character running the con and the main point of contact with the Mark. Ideally, however, they are not the first crew member who contacts the Mark -- Mark, as that is the job of...



** The '''FakeMark''' is a sub-category of the Shill deployed against TooCleverByHalf Marks who team up with the Face or the Roper to "con" the Fake Mark, validating the actual con.

to:

** The '''FakeMark''' is a sub-category of the Shill deployed against TooCleverByHalf Marks who then team up with the Face or the Roper to "con" the Fake Mark, validating the actual con.



* '''TheFixer''' is a character who doesn't have an immediate role in the con but provides equipment for its crew, oversees progress and communications, and steps in if things go south.
* '''The Outside Player''' plays no part in the con until the very end, when they enter the scene to enable a clean getaway for the crew (of which they are not necessarily a part of).

to:

* '''TheFixer''' is a character who doesn't have an immediate role in the con but provides equipment for its crew, Crew, oversees their progress and communications, and steps in if things go south.
* '''The Outside Player''' plays no part in the con until the very end, when they enter the scene to enable a clean getaway for the crew Crew (of which they are not necessarily a part of).



# '''The Rope''' is the point where TheRoper approaches TheMark and starts the conversation. Their primary goal is to appear shifty, confident, and just a smidge dumber than the Mark considers themselves to be. While the specific way of roping the Mark in is often linked to the Angle in some way, the Angle itself should be reserved for the actual con down the line.
# '''The Hook''' is where the Mark must buy into TheTale. The best way to do this is by showing them an [[GetRichQuickScheme opportunity]] and trying to stop them from seizing it[[note]]e.g. to hide it or to convince them that it's impossible, etc.[[/note]] but in a way that the Mark can overcome. By letting them voluntarily take the PathOfMostResistance, the Mark is essentially led to dupe themselves.
# '''The Score''' is the crucial point where the Mark does whatever the crew wants it to do: money and {{MacGuffin}}s change hands, secrets are revealed, etc. However, this is also when the Mark is at their most suspicious and dangerous -- which the crew can actually use to their advantage by having something "go wrong" in a way that the Mark was expecting[[note]]e.g. if they expect an InevitableMutualBetrayal or an attack during the exchange, then they should be betrayed or attacked during the exchange[[/note]]. This makes them less careful, raises urgency, and may cue into...
# '''The Blow-off''' is the grand finale of the con that elevates it above common robbery: the goal is for the Crew to escape with the Score in a way that doesn't (immediately) blow back on them. The many ways to achieve it are listed below.

to:

# '''The Rope''' is the point where TheRoper approaches TheMark and starts the conversation. Their primary goal is to appear shifty, confident, and [[KansasCityShuffle just a smidge smidgen dumber than the Mark considers themselves to be. be]]. While the specific way of roping in the Mark in is often linked to the Angle in some way, the Angle itself should be reserved for the actual con down the line.
# '''The Hook''' is where the Mark must buy into TheTale. The best way to do this is by showing them an [[GetRichQuickScheme opportunity]] and trying to stop them from seizing it[[note]]e.g. by trying to hide it or to convince them that it's impossible, etc.[[/note]] but in a way that the Mark can overcome.overcome with some effort. By letting them voluntarily take the PathOfMostResistance, the Mark is essentially led to dupe themselves.
# '''The Score''' is the crucial point where the Mark does whatever the crew Crew wants it to do: money and {{MacGuffin}}s change hands, secrets are revealed, etc. However, this is also when where the Mark is at their most suspicious and dangerous -- which the crew Crew can actually use to their advantage by having something "go wrong" in a way that the Mark was expecting[[note]]e.g. if they expect an InevitableMutualBetrayal or an attack during the exchange, then they should be betrayed or attacked during the exchange[[/note]]. This makes them less careful, raises urgency, and may cue into...
# '''The Blow-off''' is the grand finale of the con that elevates it above common robbery: the goal is for the Crew to escape with the Score in a way that doesn't (immediately) blow back on them. The many ways to achieve it this are listed below.



Effective Blow-offs can be categorized into ''Delayed'' and ''Immediate'', with the latter generally preferable over the former, but also much harder to pull off. A '''Delayed Blow-off''' relies on ensuring (usually by means of [[MasterForger forgery]] or [[ReplacedWithReplica substitution]]) that the Mark doesn't realize they've been duped until the Crew is far, far away -- the problem being that the Crew now has a powerful enemy who's seen all of their faces. This can be mitigated as follows:

to:

Effective Blow-offs can be categorized into ''Delayed'' Delayed and ''Immediate'', Immediate, with the latter generally preferable over the former, but also much harder to pull off. A '''Delayed Blow-off''' relies on ensuring (usually by means of [[MasterForger forgery]] or [[ReplacedWithReplica substitution]]) that the Mark doesn't realize they've been duped until the Crew is far, far away -- the problem being that the Crew now has a powerful enemy who's seen all of their faces. This can be mitigated as follows:



* If the Mark ''didn't'' see any of the Crew's faces, through a combination of misdirection and disguise, then they don't have to do anything to get away free and clear.

to:

* If the Mark ''didn't'' see any of the Crew's faces, through a combination of misdirection and disguise, then they don't have to do anything to can just get away free and clear.



* Finally, the Crew can procure some leverage on the Mark to prevent them from acting even after they discover the setup, e.g. if going to the authorities would reveal the Mark's own crimes. This isn't quite {{Blackmail}}, but as close as it gets, and is just as dangerous, as any well-connected Mark will look for other ways to exact their {{Revenge}} on the Crew.

An '''Immediate Blow-off''', by contrast, has the advantage of investing the Mark in its outcome and often leaves them feeling ''obliged'' to the Crew in some way. Some ways to achieve it are:

* Something beyond anyone's control happens that utterly (and believably) [[AllForNothing destroys both the Score and whatever the Mark wanted in exchange]], leaving both sides "dissatisfied". Two common problems with this is that Marks tend to (utterly irrationally) [[NeverMyFault blame the Crew for their misfortune]], and that if the Score was in any way unique, they will realize the truth if it ever shows up again.
* The above can be paired with the sudden appearance of the Outside Player threatening both the Face and the Mark who must [[FireForgedFriends narrowly escape together]]. This "police raid" ending is such a classic, however, that any remotely savvy Mark will immediately get suspicious.

to:

* Finally, the Crew can procure obtain some leverage on the Mark to prevent them from acting even after they discover the setup, e.g. if going to the authorities would reveal the Mark's their own crimes. This isn't quite {{Blackmail}}, but as close as it gets, and is just as dangerous, as any well-connected Mark will look for other ways to exact their {{Revenge}} on upon the Crew.

An '''Immediate Blow-off''', by contrast, has the advantage of investing the Mark in its outcome and often leaves them feeling ''obliged'' to the Crew in some way. Some ways to achieve it are:

way:

* Something beyond anyone's control happens that and utterly (and believably) [[AllForNothing destroys both the Score and whatever the Mark wanted in exchange]], leaving both sides "dissatisfied". dissatisfied. Two common problems with this is are that Marks tend to (utterly irrationally) [[NeverMyFault blame the Crew for their misfortune]], and that if the Score was in any way unique, they will realize the truth if it ever shows up again.
* The above can be paired with the a sudden appearance of the Outside Player threatening both the Face and the Mark Mark, who must then [[FireForgedFriends narrowly escape together]]. This "police raid" ending is such a classic, however, that any remotely savvy Mark will immediately get suspicious.
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At the most basic level, a con is any crime that both is enabled by misdirection, and relies on more misdirection for a clean getaway. While confidence schemes can take almost infinite shapes, most have following recurring elements:

* '''TheMark''' is the character who is getting conned. While they may be targeted because of their position in a hierarchy or some other external concept, a con is always a very personal crime, laser-targeted at the Mark.
* '''[[MacGuffin The Score]]''' is the object of the con, something that the Mark has or can do that is the end goal of the whole endeavor. It can be something valuable, AMacGuffinFullOfMoney, a great secret, etc.

to:

At the most basic level, a con is any crime that is both is enabled by misdirection, and relies on more misdirection for a clean getaway. While confidence schemes can take almost infinite shapes, most have following recurring elements:

* '''TheMark''' is the character who is getting conned. While they may be targeted because of their position in a hierarchy an organization or of some other external concept, context, a con is always a very personal crime, laser-targeted at precision-engineered for the Mark.
* '''[[MacGuffin The Score]]''' is the object of the con, something that the Mark has or can do that is the end goal of the whole endeavor. It can be [[ZillionDollarBill something valuable, valuable]], AMacGuffinFullOfMoney, a great secret, etc.



* '''TheRoper''' is a character who "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con picks up steam.
* '''TheShill''' is a character who validates TheTale by feigning adversity to the Mark, either as TheRival who wants the same thing or as enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.
** '''The FakeMark''' is a sub-category of the Shill deployed against Marks who are TooCleverByHalf: the Face or the Roper can join forces with the real Mark to "con" the Fake one together in order to validate the actual con.
* '''Bit players''' have minor roles in the con and, ideally, [[MassiveMultiplayerScam everyone the Mark has contact for the duration of the scheme is under the control of the crew]].

to:

* '''TheRoper''' is a character who "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con picks up steam.
unfolds.
* '''TheShill''' is a character who validates TheTale by feigning adversity to the Mark, either as TheRival who wants the same thing or as an enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.
** '''The FakeMark''' The '''FakeMark''' is a sub-category of the Shill deployed against TooCleverByHalf Marks who are TooCleverByHalf: team up with the Face or the Roper can join forces with the real Mark to "con" the Fake one together in order to validate Mark, validating the actual con.
* '''Bit players''' have minor roles in the con and, ideally, [[MassiveMultiplayerScam everyone the Mark has contact for with during the duration of the entire scheme is under controlled by the control of the crew]].Crew]].

Changed: 42

Removed: 72

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* '''The Score''' is the object of the con, something that the Mark has or can do that is the end goal of the whole endeavor. It can be something valuable, AMacGuffinFullOfMoney, a great secret, etc.
* '''The [[CaperCrew Crew]] ''' is a group of characters running the con. Since only the simplest {{Short Con}}s can be pulled off by one person, most require multiple actors playing multiple roles.
* '''The Angle''' is a specific detail that the Crew can use to sink their hooks into the Mark. Very often, the discovery of an Angle is what enables the whole con to take place in the first place.

In following, we will primarily examine the [[TheTale Long Con]] format.

to:

* '''The Score''' '''[[MacGuffin The Score]]''' is the object of the con, something that the Mark has or can do that is the end goal of the whole endeavor. It can be something valuable, AMacGuffinFullOfMoney, a great secret, etc.
* '''The [[CaperCrew '''[[CaperCrew The Crew]] ''' is a group of characters running the con. Since only the simplest {{Short Con}}s can be pulled off by one person, most require multiple actors playing multiple roles.
* '''The Angle''' '''[[TheTale The Angle]]''' is a specific detail that the Crew can use to sink their hooks into the Mark. Very often, the discovery of an Angle is what enables the whole con to take place in the first place.

In following, we will primarily examine the [[TheTale Long Con]] format.
place.



* '''The [[ConMan Face]]''' is the character running the con and the main point of contact with the Mark. Ideally, however, they are not the first crew member who contacts the Mark -- that is the job of...

to:

* '''The [[ConMan '''[[ConMan The Face]]''' is the character running the con and the main point of contact with the Mark. Ideally, however, they are not the first crew member who contacts the Mark -- that is the job of...
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Added DiffLines:

!!Anatomy of TheCon
''This section is based on "The Grifters", an unpublished ''TabletopGame/BladesInTheDark'' supplement by [[TabletopGame/SpiritOfTheCentury Rob Donoghue]].''

At the most basic level, a con is any crime that both is enabled by misdirection, and relies on more misdirection for a clean getaway. While confidence schemes can take almost infinite shapes, most have following recurring elements:

* '''TheMark''' is the character who is getting conned. While they may be targeted because of their position in a hierarchy or some other external concept, a con is always a very personal crime, laser-targeted at the Mark.
* '''The Score''' is the object of the con, something that the Mark has or can do that is the end goal of the whole endeavor. It can be something valuable, AMacGuffinFullOfMoney, a great secret, etc.
* '''The [[CaperCrew Crew]] ''' is a group of characters running the con. Since only the simplest {{Short Con}}s can be pulled off by one person, most require multiple actors playing multiple roles.
* '''The Angle''' is a specific detail that the Crew can use to sink their hooks into the Mark. Very often, the discovery of an Angle is what enables the whole con to take place in the first place.

In following, we will primarily examine the [[TheTale Long Con]] format.

!!!The Roles
Many long cons feature recurring roles that need to be filled to perpetuate the ruse, and it is important that crew members stick to their already-established roles in front of the Mark. Any crew member seen by the Mark is thus considered "burned". The most common roles are:

* '''TheMark''', obviously.
* '''The [[ConMan Face]]''' is the character running the con and the main point of contact with the Mark. Ideally, however, they are not the first crew member who contacts the Mark -- that is the job of...
* '''TheRoper''' is a character who "ropes" the Mark into the con, often by [[HustlingTheMark letting them "win"]] in TheConWithinACon. Their job is to introduce the Mark to the Face (often over the Roper's objections) and to get thrown under the bus by the Mark as the actual con picks up steam.
* '''TheShill''' is a character who validates TheTale by feigning adversity to the Mark, either as TheRival who wants the same thing or as enemy of the Face -- but never by way of direct support. The more convincing Shills a con features, the more real and urgent it will appear to the Mark.
** '''The FakeMark''' is a sub-category of the Shill deployed against Marks who are TooCleverByHalf: the Face or the Roper can join forces with the real Mark to "con" the Fake one together in order to validate the actual con.
* '''Bit players''' have minor roles in the con and, ideally, [[MassiveMultiplayerScam everyone the Mark has contact for the duration of the scheme is under the control of the crew]].
* '''TheFixer''' is a character who doesn't have an immediate role in the con but provides equipment for its crew, oversees progress and communications, and steps in if things go south.
* '''The Outside Player''' plays no part in the con until the very end, when they enter the scene to enable a clean getaway for the crew (of which they are not necessarily a part of).

!!!The Four Acts
The Long Con typically plays out over four distinct acts, with different goals and flow:

# '''The Rope''' is the point where TheRoper approaches TheMark and starts the conversation. Their primary goal is to appear shifty, confident, and just a smidge dumber than the Mark considers themselves to be. While the specific way of roping the Mark in is often linked to the Angle in some way, the Angle itself should be reserved for the actual con down the line.
# '''The Hook''' is where the Mark must buy into TheTale. The best way to do this is by showing them an [[GetRichQuickScheme opportunity]] and trying to stop them from seizing it[[note]]e.g. to hide it or to convince them that it's impossible, etc.[[/note]] but in a way that the Mark can overcome. By letting them voluntarily take the PathOfMostResistance, the Mark is essentially led to dupe themselves.
# '''The Score''' is the crucial point where the Mark does whatever the crew wants it to do: money and {{MacGuffin}}s change hands, secrets are revealed, etc. However, this is also when the Mark is at their most suspicious and dangerous -- which the crew can actually use to their advantage by having something "go wrong" in a way that the Mark was expecting[[note]]e.g. if they expect an InevitableMutualBetrayal or an attack during the exchange, then they should be betrayed or attacked during the exchange[[/note]]. This makes them less careful, raises urgency, and may cue into...
# '''The Blow-off''' is the grand finale of the con that elevates it above common robbery: the goal is for the Crew to escape with the Score in a way that doesn't (immediately) blow back on them. The many ways to achieve it are listed below.

!!!The Blow-off
Effective Blow-offs can be categorized into ''Delayed'' and ''Immediate'', with the latter generally preferable over the former, but also much harder to pull off. A '''Delayed Blow-off''' relies on ensuring (usually by means of [[MasterForger forgery]] or [[ReplacedWithReplica substitution]]) that the Mark doesn't realize they've been duped until the Crew is far, far away -- the problem being that the Crew now has a powerful enemy who's seen all of their faces. This can be mitigated as follows:

* If the Mark is relatively low-profile, the Crew can just hope to never run into them again. Needless to say, this is the worst possible strategy.
* A [[TheDrifter traveling con]] can simply relocate to somewhere so far away that their Mark can never reach them, though this is not always possible.
* If the Mark ''didn't'' see any of the Crew's faces, through a combination of misdirection and disguise, then they don't have to do anything to get away free and clear.
* Conversely, if the forgery or substitution has been ''really'' good, the deception will just hold up indefinitely, or the Mark will be unable to investigate it further without compromising themselves.
* Finally, the Crew can procure some leverage on the Mark to prevent them from acting even after they discover the setup, e.g. if going to the authorities would reveal the Mark's own crimes. This isn't quite {{Blackmail}}, but as close as it gets, and is just as dangerous, as any well-connected Mark will look for other ways to exact their {{Revenge}} on the Crew.

An '''Immediate Blow-off''', by contrast, has the advantage of investing the Mark in its outcome and often leaves them feeling ''obliged'' to the Crew in some way. Some ways to achieve it are:

* Something beyond anyone's control happens that utterly (and believably) [[AllForNothing destroys both the Score and whatever the Mark wanted in exchange]], leaving both sides "dissatisfied". Two common problems with this is that Marks tend to (utterly irrationally) [[NeverMyFault blame the Crew for their misfortune]], and that if the Score was in any way unique, they will realize the truth if it ever shows up again.
* The above can be paired with the sudden appearance of the Outside Player threatening both the Face and the Mark who must [[FireForgedFriends narrowly escape together]]. This "police raid" ending is such a classic, however, that any remotely savvy Mark will immediately get suspicious.
* If the Mark expects a betrayal, the Crew can FrameUp one of the Mark's confidantes to look like ''they'' were trying to con them out of their payoff. This validates the payoff to the Mark, provides a scapegoat if it's lost, and offers a convenient excuse for any abnormalities the Mark may have picked up on earlier.
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