Friday · private server · bring a headset

Grand Theft Friday

One last job before VI

One night only · no sequel planned

01
Eyes in the skythe chopper never blinks
02
999 calla witness phoned it in
03
A few
hours
that's the whole plan
04
Ten minutesone robber, everyone else the law
05
Smash and grabor quiet, and slower
06
Tennis-and-golf hoursthe hitman works days
07
Armoured vanworth more than a night of shops
08
Say
goodbye
to V, properly
09
Safe houseguess which door
10
Dog unithe can't see it coming
11
Massive handbrake cock-upguaranteed, at least one
F Rated F — Friday
Mild peril · frequent shouting · one (1) helicopter

The plan

Friday. A few hours. That's it.

A group of us are jumping on GTA V on a private server on Friday for a few hours, to play some custom game types we tried the other week that turned out to be genuinely hilarious.

We thought we'd play a bit of V before VI comes out — as the last thank you and goodbye. And before my world gets a lot busier.

You could class this as an impromptu virtual mini DazCon, I suppose. No badge, no lanyard, no travel. Just the usual voices in the usual headsets, doing something stupid on purpose.

Below: what we're playing, and the two small jobs to get you in.

What we're playing

Nick of Time

One suspect. Everyone else is the law.

You look like everyone else in the city, and the police have no marker on you — they only see the trouble you cause, once somebody phones it in. Walk past a copper like you belong there and he'll never know. Get spotted in a car and that car is marked until you swap it and become nobody again. Take what you can in ten minutes, then make it to a safe house — or sit tight and let the clock reward your nerve.

Ten minutesa round Four careersthree more coming Most moneywins
The one clever idea

The map that lies to you

The police do get a marker labelled Suspect. It only tells the truth while a copper can actually see you.

Lose them and it becomes a guess: it keeps your last position and grows an arrow pointing where you were going — and goes on pointing that way, confidently, long after you've turned round and parked behind them. A circle swells around it until the game gives up.

So the counter-play isn't stealth. It's being boring, which is surprisingly hard with forty grand in the boot.

Choose your crime

Four careers, four different games

The crime you pick is the difficulty, and it sets your hour of the day and your map. Nobody tells the police which one you chose — they only learn what you are from what gets reported.

Shop robber

The starter

Every till asks the same question: take the lot slowly, with a silent alarm ticking that you can't see — or put the window through, take less, and go.

Its hour
Closing time into the night.
Beaten by
A copper who works out which shop you haven't hit yet, and waits in it.

Pickpocket

The ghost

Nothing on your map at all — just wallets and parked cars, anywhere. Earns the least and is by far the hardest to catch, because nobody can guard a pavement.

Its hour
Afternoon crowds fading into dusk.
Beaten by
Your own greed, performed in front of a witness.

Bank robber

The loud one

Armoured vans worth more than a night of shops, and no clever way to do it: you stand at the back doors in daylight for several very long seconds, heard through walls.

Its hour
The dawn cash run, when the vans collect.
Beaten by
The vans being on the police map too. They know what you want before you want it.

Hitman

The big one

Two names, one night, the most money in the game — and the best chance of going home with nothing.

Its hour
Broad daylight — tennis-and-golf hours.
Beaten by
Confidence. Both your targets are guarded all round.

On the bench

Not built yet

Three more are drawn up: a Drug Runner working night into first light, a Car Thief in the dead hours, and the Smuggler — one laden lorry, corner to corner across the map, paid less for every dent in it.

The escalation

The money is the heat

There is no separate wanted meter: the cash in your pocket is your wanted level, so every pound you pick up is a small deliberate decision to make your own evening worse.

The city then answers in stages. A couple of computer cars trail you politely — they can never arrest you or end the round; the AI here is scenery with a siren. Then they close up and try to spin you. Then firearms are authorised force-wide, mid-round, and never handed back: until that moment the game refuses to let you die, and after it, it won't. Then the district shuts. You stop being chased and start being contained.

Shoot a copper and you are at the top of that ladder for the rest of the round.

Not an ending — a bill. And he doesn't stay dead: the man in the black suit gets back up near the chase seconds later. Then another one. Yes, it's a Matrix joke. No, it doesn't help.

You have a pistol and almost no ammunition for it — not enough to fight with, just enough for three or four decisions you will think about afterwards.

The top job

The Hitman

The protector knows the man. The killer only knows the neighbourhood.

Two names, two prices, and only one has to die. The police were briefed this morning, so both men sit exactly on their map. You get two circles — and the circle isn't centred on the man, so driving to the middle finds you a bus stop. You get out and walk, in daylight, looking at faces.

Both are guarded all round, and nothing tells the police which one you picked. That is the best standoff in the game: they choose between guarding a man and hunting a stranger, and you choose whether the quiet one is quiet because nobody is there — or because somebody very patient is.

The last two minutes

The clock pays the calm

Late on, three safe houses appear — handed to the police the same second they are handed to you, so it's guess-which-door rather than an exit. Getting inside ends the round on your terms, with a decent bonus.

But it isn't the best ending. Reach the whistle with nothing on their map, nobody having seen you in well over a minute, and yourself barely moving, and the game pays you more than the door does. Being dragged over the line pays nothing at all. Every other chase game rewards the spectacular escape; this one pays most to the bloke who turned his headlights off in a farmyard four minutes ago.

Getting nicked, incidentally, costs you nothing. Everything you've taken is already yours — an arrest only costs you the rest of the clock.

Wearing the badge

Seven ways to be a copper

You pick a uniform, then a vehicle out of the station car park. The vehicle is a class choice: it decides what you are for.

Marked cruiser

The pressure in his mirror — the reason he drives badly enough for someone else to spot him.

Unmarked car

He doesn't know you're police until you light it, ram him or shoot. The ambush.

Police bike

You see further and fit through gaps cars can't. No roof, no second chances.

Police van

Carries its own spike strips — drop one behind you while being chased.

Dog unit

Let one out and it runs at him from anywhere on the map. It can't bite or arrest, and he can't see it coming — he just hears it.

Sheriff 4x4

Goes where the road doesn't. If the round's gone rural, you're the only one not swearing.

Decoy van

His map says you are an armoured cash van. Empty, obviously. Go and be tempting.

The helicopter

Only counts a car it spots if he's speeding or already in a car you're looking for. A calm, unknown car driven politely is invisible from above. It punishes panic, specifically.

The border: a few roads out are manned each round. He sails past if nobody knows his car. If they do, the post spots him and chases.

Why it works

Rock, paper, scissors

Nothing wins outright. Everything has something that beats it — and that has something that beats it too.

The sky and the road

  1. Drive flat outthe ground can't keep up.
  2. So they put a helicopter upvery good at following a fast car.
  3. So you drive calmly, in an undescribed carthe sky isn't allowed to count it.
  4. So they man the roads outwhich stop the cars they know.
  5. So you swap carsand they wave you through.
  6. But swapping means getting outand being seen in it starts this again.

The chase and the dark

  1. Being chased is badheat climbs, and crossing the line chased pays nothing.
  2. So you go to groundcreeping about unseen is the best-paying ending there is.
  3. So they let the dogs outthe one tool built to find a man who isn't moving.
  4. So you movedogs are slow. An engine leaves them behind.
  5. But moving is being visibleand a moving man gets seen and phoned in.

The Hitman's duel

  1. The cocky assassin walks straight indaylight, crowd, guards, confidence.
  2. So the police stand on the targeta human copper parked on the man is a wall.
  3. So the assassin waitsnothing hurries him, nothing moves them.
  4. But there are two names and one clockguarding one abandons the other, and he's paid for both.

Nothing here is a hard counter. Every arrow is a bet on what the other side is thinking — which is why it holds up over an evening.

Turning up

How to play it

Join the server and somebody types /nick start. Two people minimum — though on your own it will hand you the suspect against computer police, which is the best way to learn the map. No need to learn controls: the game puts each button on screen the moment it matters.

Every round is written down and careers are tracked separately, so "who's the best Bank Robber" has a real answer. This has ruined several excellent arguments and is worth it.

Coming: more than one of him

Two or three criminals out at once, sharing one pot split between whoever is still standing — so if your partner gets nicked, you get his share. Which makes driving off and leaving your mate to the police a strategy rather than a betrayal.

Written against the live build. The mode moves fast, so if anything here disagrees with the game, the game is right.

Step one

Get FiveM working

Two things: a copy of GTA V, and FiveM on top of it. Neither is hard and the whole lot takes about twenty minutes, most of which is waiting.

Already own GTA V?

Then you are nearly done. Steam, Epic or the Rockstar launcher — any of them counts. Launch it once normally so it is fully updated and signed in, then go to the steps below.

Don’t own it yet?

It is over a decade old and costs about the same as a round. Search "GTA V Steam key" and take your pick of the usual key shops — roughly a tenner most weeks — or wait for a Steam sale, which lands near enough the same price.

You want the PC version. Consoles cannot do custom servers.

  1. Install GTA V

    Whichever launcher you own it on. Run it once so it updates itself and you know it actually starts.

  2. Download FiveM

    Get it from fivem.net — that site and no other. Install it like anything else.

  3. Run it once

    First launch it builds its cache off your GTA install. It takes a few minutes and looks like nothing is happening. Leave it be.

What FiveM actually is: the legal mod client everyone uses for custom servers. It does not touch your GTA install and it does not touch your Rockstar account — it runs alongside them, and GTA Online carries on exactly as it was. No subscription, no mods to install by hand, no config files, nothing to sign up to.
The only real requirement is a PC that can run GTA V. A 2015 game on a modern machine — if it plays anything from the last ten years, it will play this.

Step two

Join the server

When: Friday evening. Hop on whenever you're free — it runs for a few hours and people drift in.

  1. Open FiveM

    Straight to the server browser. Ignore it — ours is private and won't be listed.

  2. Press F8

    That drops the console down over the top. It's a text box; that's all it is.

  3. Type the connect command

    Hit enter and it'll load you in. F8 again closes the console once you're through.

Type this into the F8 console
connect gta.dazrave.uk

Tap and hold to copy · address subject to change — the final one goes in the group chat on the night

Stuck? Shout in the chat. Nine times out of ten it's FiveM still building its cache, and the tenth time it's the address above being typed with a capital letter in it.