Honey Heist

Honey Heist is a one-page comedy RPG about bears trying to pull off a criminal honey job. Two stats, Bear and Criminal, push every scene toward either clever caper planning or full animal chaos, making it one of the easiest tabletop RPGs to run as a loud, fast one-shot.

At-a-glance

Comedy heist • One-page RPG • d6 resolution • 3-6 players + GM • Near-zero prep • Best for 60-120 minute one-shots

Free
Genres:
Decision Tags:
Low Prep
Honey Heist

Honey Heist is Grant Howitt's tiny heist RPG about bears with a plan, a disguise, and a deeply unreliable relationship with self-control. It is built for tables that want a complete premise immediately: choose a bear, choose a criminal role, generate the target, and start causing problems.

Theme and Setting

The setting is whatever heist location the group invents, from a convention center to a luxury yacht to a honey vault guarded by suspicious humans. The important thing is contrast: the characters are competent enough to attempt a caper and bear enough to make every subtle plan unstable.

How Play Feels

Play moves quickly because the rules keep decisions simple. A roll usually tests whether a bear can stay Criminal or slips toward Bear. Success moves the plan forward; failure usually creates a visible mess, a broken disguise, a chase, or a new excuse for the GM to escalate security.

What Makes It Distinct

The Bear/Criminal tension is the whole engine. Many one-page RPGs are jokes first and games second; Honey Heist works because the joke creates real table pressure. Players are constantly deciding whether to stay professional, indulge bear instincts, or turn a botched scene into a bigger gag.

Where It May Not Fit

It is not built for long campaigns, detailed character advancement, tactical combat, or serious genre emulation. Use it when the group wants a complete comic one-shot in one sitting and is comfortable making bold, silly choices without much mechanical scaffolding.

Decision guide

What this game is about

Key facts
Players
3-6 players + GM
Session
60-120 minutes
Prep
None
Play profile
Complexity
2/5
New GM Fit
5/5
Roleplay Focus
5/5
Combat Focus
2/5
Tactical Depth
0/5
Campaign Depth
3/5
Who it suits
Best for
Groups that want tone, absurdity, and momentum rather than solemn genre playTables that want fiction-first play and scene-level consequencesPlayers who want character, atmosphere, or story to matter more than pure tactics
Avoid if
You want denser mechanical crunch or build complexityYou want combat and action to drive most of the sessionYou want the system to stay almost invisible at the table

A strong fit for groups that want tone, absurdity, and momentum rather than solemn genre play, with narrative-Driven helping define the experience.

Agent data

Structured data and an explicit decision profile JSON document are available for remote agents.

Open agent JSON