To put it another way, my players can usually set any short-term goal they want and succeed. Killing someone, stealing a shipment of booze, stealing a shipment of cocaine heading through mexico, assassinating four targets in a simultaneous strike across Dallas, that's all simple, easy-peazy.
The hard part is choosing the right actions. Recently +Mavrick Fitzgerald (a player in my Agency 17 and Prohibition Mob campaigns, as well as Christopher R Rice’s Aeon C-Team campaign) tried to incite two rival gangs to attack one another in Prohibition Mob.
He approached one of the gang leaders, George, and used some social engineering to get him to agree to attack. Later things fell through, hard, when one of George’s advisors heard about what was going on, and proposed that backstabbing my players was a better course of action.
My players succeeded in the short term, crushing numerous skill checks against Diplomacy, Savoir-Faire and Fast-talk, but it wasn’t enough. The foresight and paranoia to send the team skulk after George to keep tabs on him during a politically tenuous time wasn’t there, and it allowed George to maneuver my players into one hell of a bad spot.
The players never had a chance to counteract George’s next move, and it caught them completely by surprise. Crushing the skill checks didn’t make up for the deficiency in planning for the larger picture. It’s that larger picture that often prevents me from running Dungeon Fantasy, because the dungeon is the larger picture, and that’s a shift of thinking that I have a great deal of trouble with.
New York City is kind of analogous to a dungeon in a few ways. There’s treasure to be gained, and treacherous denizens who’d like to send you to the morgue, but that’s about where the similarities end.
In a dungeon, the terrain and layout are integral parts of the challenges that face players, and those challenges are usually entirely short-term. Once a ladder has been cobbled together from twigs and hardening troll spit, it’s there. Later you might have rope or a new member of the party with the right climbing skill levels to trivialize the challenge, assuming that the ladder has disappeared or broke since you were last there.
Sure, overcoming successive short-term physical barriers can open up new parts of the dungeon, or make traversing in the future more simple, which is progression…
But it’s just not the same as meeting a Cuban criminal at a wedding in Boston, flying down to establish a trade route deal, and getting caught in a family spat. The obstacles, the difference between physical and social/monetary barriers to success, they require entirely different approaches and thought beyond just rolling dice.
Dungeon Fantasy, as a GURPS supplement, expects little in the way of vision or planning for future outcomes. It’s designed to drop a bunch of murder hobos into a cave where they can loot, murder, pillage, and overcome obstacles as a team. Excellent GMs will treat the dungeon as a larger picture, but that takes careful consideration and planning on their part to not weld on elements that don’t belong.
Town politics? NOPE.
Starting a Business in Town? NOPE, GET IN THE DUNGEON AND FIGHT SOME FUNGI.
My Mob game and any Dungeon Fantasy game have very similar goals when looking at the longest time frame: Get Rich. Get More Powerful. Don’t Die.
That said, the means and methods to getting more powerful, more money, and survival are completely and wildly different. And as a GM too addicted to watching my players puzzle out how they should apply their talents and skills, fretting over how best to set short-term goals in favor of the long-term progression, I just can’t run Dungeon Fantasy the way it’s meant to be played.
Because you simply kick down the door, kill what’s inside, and the only question is if the loot it had was worth the effort, because the path to glory and riches is just a few bloody combats away.
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