Fantasy roeplaying tropes: The Thieves Guild/The Mafia.
Posted: Thu Dec 22, 2005 9:18 pm
Again, bear with me. My mind demands to dump stuff like this at times...
Since this is a roleplaying game (sort of) and the archetypical computer roleplaying game (CRPG from now on) is a fantasy game based on Dungeons & Dragons, I couldn't help but reflect on some tropes of the genre. Discounting the wizards college (no actual magic in Cantr, though an apothecary could fill the role, perhaps), churches (we have concluded in other threads that religion doesn't fly in Cantr
), fighters' guilds (could work, and probably does, but are not the subject of this post) and other ideas, there is one concept that might work. The thieves' guild, meaning a society within regular society which lives on committing crimes. The following are merely my musings on the idea...
First, a few requirements need to be set:
1) The "thieves" (heck, let's call them a "mafia" from now on) need to maintain absolute secrecy. Penalties range from imprisonment to worse in some places, thus they have to remain unnoticed. This is complicated by the fact that Cantrians are extremely perceptive (noticing everything that happens in the same locations as them). Committing crimes outside is therefore pretty much impossible, unless you are prepared to eliminate all witnesses, accept the punishment (probably not if the crime is significant enough to not be undone by the punishment, i.e. murder), or fight your way from the scene of the crime (since it's hard to run from a village if law enforcement leaves the village to chase you in time). "Hit and run"-crimes COULD be committed with a vehicle, though. I think I will expand on those below...
2) Because of this, forget about the associated fantasy trope that everyone knows where the "guild" lives and who to contact. These guys contact YOU if you seem a likely candidate, and probably do bad stuff to you if you don't join. The exception would be bandit cities and pirate ships who can defend themselves. This also means that John Doe can't look for the mafia if he needs to buy restricted goods, but the Mayor who wants people dead, or the wealthy trader who wants restricted goods, may be contacted by someone who "knows people who can get things done".
3) Thieves still need a way to communicate. If radio is spread enough in the area that they can acquire it easily, it probably isn't safe from accidental eavesdropping. Sending messages by mail is out of the question. Fortunately, Cantrians lose in hearing what they have gained in sight, as you cannot eavesdrop on two people whispering. Although if two people whisper a lot to each other and one is then caught in a crime...
Anyway, on to the different crimes. Let's start with the basics:
Theft
Have a guy walk into a village, pick stuff up, and leave. The problem? He'll be caught as surely as there is meat in cows, since everyone will see him enter the warehouse. The solution? Use a vehicle (much faster than a walking person) to outrun any law enforcement, and don't use the same thief and/or vehicle twice in the same village, since both can be recognized.
Heck, you can even rob the same place multiple times if you just make sure beforehand that they didn't get a vehicle of their own (to pursue thieves) or put locks on the buildings since last time. Just get a spy in the village. For this purpose, he can even send coded mail to his comrades in crime when precautions against theft are taken. This could get VERY profitable...
Another solution - if the villagers don't count their goods - would be to set up a spy as a respectable citizen with access to the village warehouse (Assuming they have one. This doesn't work with small villages that store just their goods on the ground, but then the "grab and outdrive" version works) and have him steal small amounts of goods that no one will notice. Then a mafia representative will have to collect it, posing as someone who would need to do business with the spy. See "smuggling" below...
Villages that have every commodity locked up and keep records of how much they own are likely to be safe from theft (you are seen if you pick or break locks, right?). Unless the spy has access to the records...
Poaching
Forget about it! You'll be caught. Yes, it can be done with the same methods as "Theft" above, but the godfather who has his underlings drive into towns on their motorcycles, shoot any animals in sight, and drive off with the meat and bones is likely to be viewed as slightly humorous.
Note that this could be a source of eggs (healing food) for a more violent mafia. Still, you just showed an entire village one of your underlings. That's bad!
Smuggling
Oooh! So possible. And if, say, iron trade is restricted (since it can be made into weapons), it could also be lucrative, given a government-instituted monopoly. However, since everyone can see transfers of thing between people, the trade needs to occur somewhere private. The safest is to set up a "fence" in town who will let you into his house (and can provide an explanation as to why he lets these blokes run inside his warehouse). Since Cantrians can't be frisked, the goods are reasonably safe while they don't switch hands.
Assassination (with mostly correct number of s:s)
So far, no one can kill a healthy man in a single stroke (or that's what I've heard) with any weapon. Even a band of assassins might have a hard time. Thus, even with access to a secluded area to hit the target in (perhaps they are in possession of a key to his home/warehouse), this is hard to pull off unnoticed. And if a bunch of blokes swarm into the Mayor's office and later leave, and the Mayor is then found dead, well...
Possibilities include the "hit and drive" method mentioned in "Theft" above, or to follow the Mayor on travel and kill him on a road. The first marks three or so of your hitmen as criminals in that village (And this is hard to repeat in the same village, since you need to gain trust first and find out which man in his twenties is the Mayor. A woman in her eighties is easier to identify, though.), the second is hard to pull off (What if the Mayor never leaves the village? That's likely, y'know.)
Murder of entire towns is easier to get away with. It's been done, even, according to the webzine. Just kill all witnesses. However, this might not always be desirable:
"You killed the Mayor for me? Good! Now I can rule the villagers!"
"What villagers?"
In either case, this would probably mostly be done to serious enemies of the mafia, or be a service highly charged for...
Kidnapping
Quite possible. Just drive into town with a locked multi-person vehicle (preferably a ship) and drag your target onboard/inside. then drive off. Since vehicles have to be outside (right?) you have to drag them outside, so forget getting away unseen. This is a job for pirates. Also, I'm not sure, but a locked shack might be in order, or the captive might get it in his head to steer the vehicle off course...
Slave trade
Begins with a kidnapping. After that, it gets trickier. Transferring a captive anywhere runs the risk of him, well, running. For obvious reasons, it would be easiest in a society that allows this practice. Otherwise, nothing stops the slave from yelling for help while being dragged through the town square. If you can convince a lawful village that you are punishing criminals, that could work...
It is probably easiest to have the slave work for the mafia, in their hidden lawless town on an otherwise uninhabited island (They have one, right? Oh, and send a thought to any newspawns at that island. Can you say "target practice"?
). As said, this is a job for thugs, not for cloak and dagger-thieves.
Espionage
Spies are useful, as seen in "Theft" and "Smuggling". Also, dons into politics may want to know what goes down in neighboring towns. Just have some bloke enter town and establish himself as a useful member of society, occasionally sending an underling to get reports. The most useful would be someone who can pass as a trader or craftsman who needs a lockable building.
Framing
Long term-framing is the easiest. Commit several crimes, posing as the framed person. Those who saw you will be able to tell the difference between you and the framed one, but word may spread to those who haven't seen either you or the victim, and then he will have a bad reputation. More difficult would be to steal goods secretly (but making sure the loss is noticed) and leave them in a container in the victim's building. (Why bother with people who don't have enough political clout to own a building?) Or in a multitude of other ways...
I think those were all. Comments? Flames? Corrections?
Since this is a roleplaying game (sort of) and the archetypical computer roleplaying game (CRPG from now on) is a fantasy game based on Dungeons & Dragons, I couldn't help but reflect on some tropes of the genre. Discounting the wizards college (no actual magic in Cantr, though an apothecary could fill the role, perhaps), churches (we have concluded in other threads that religion doesn't fly in Cantr
First, a few requirements need to be set:
1) The "thieves" (heck, let's call them a "mafia" from now on) need to maintain absolute secrecy. Penalties range from imprisonment to worse in some places, thus they have to remain unnoticed. This is complicated by the fact that Cantrians are extremely perceptive (noticing everything that happens in the same locations as them). Committing crimes outside is therefore pretty much impossible, unless you are prepared to eliminate all witnesses, accept the punishment (probably not if the crime is significant enough to not be undone by the punishment, i.e. murder), or fight your way from the scene of the crime (since it's hard to run from a village if law enforcement leaves the village to chase you in time). "Hit and run"-crimes COULD be committed with a vehicle, though. I think I will expand on those below...
2) Because of this, forget about the associated fantasy trope that everyone knows where the "guild" lives and who to contact. These guys contact YOU if you seem a likely candidate, and probably do bad stuff to you if you don't join. The exception would be bandit cities and pirate ships who can defend themselves. This also means that John Doe can't look for the mafia if he needs to buy restricted goods, but the Mayor who wants people dead, or the wealthy trader who wants restricted goods, may be contacted by someone who "knows people who can get things done".
3) Thieves still need a way to communicate. If radio is spread enough in the area that they can acquire it easily, it probably isn't safe from accidental eavesdropping. Sending messages by mail is out of the question. Fortunately, Cantrians lose in hearing what they have gained in sight, as you cannot eavesdrop on two people whispering. Although if two people whisper a lot to each other and one is then caught in a crime...
Anyway, on to the different crimes. Let's start with the basics:
Theft
Have a guy walk into a village, pick stuff up, and leave. The problem? He'll be caught as surely as there is meat in cows, since everyone will see him enter the warehouse. The solution? Use a vehicle (much faster than a walking person) to outrun any law enforcement, and don't use the same thief and/or vehicle twice in the same village, since both can be recognized.
Heck, you can even rob the same place multiple times if you just make sure beforehand that they didn't get a vehicle of their own (to pursue thieves) or put locks on the buildings since last time. Just get a spy in the village. For this purpose, he can even send coded mail to his comrades in crime when precautions against theft are taken. This could get VERY profitable...
Another solution - if the villagers don't count their goods - would be to set up a spy as a respectable citizen with access to the village warehouse (Assuming they have one. This doesn't work with small villages that store just their goods on the ground, but then the "grab and outdrive" version works) and have him steal small amounts of goods that no one will notice. Then a mafia representative will have to collect it, posing as someone who would need to do business with the spy. See "smuggling" below...
Villages that have every commodity locked up and keep records of how much they own are likely to be safe from theft (you are seen if you pick or break locks, right?). Unless the spy has access to the records...
Poaching
Forget about it! You'll be caught. Yes, it can be done with the same methods as "Theft" above, but the godfather who has his underlings drive into towns on their motorcycles, shoot any animals in sight, and drive off with the meat and bones is likely to be viewed as slightly humorous.
Note that this could be a source of eggs (healing food) for a more violent mafia. Still, you just showed an entire village one of your underlings. That's bad!
Smuggling
Oooh! So possible. And if, say, iron trade is restricted (since it can be made into weapons), it could also be lucrative, given a government-instituted monopoly. However, since everyone can see transfers of thing between people, the trade needs to occur somewhere private. The safest is to set up a "fence" in town who will let you into his house (and can provide an explanation as to why he lets these blokes run inside his warehouse). Since Cantrians can't be frisked, the goods are reasonably safe while they don't switch hands.
Assassination (with mostly correct number of s:s)
So far, no one can kill a healthy man in a single stroke (or that's what I've heard) with any weapon. Even a band of assassins might have a hard time. Thus, even with access to a secluded area to hit the target in (perhaps they are in possession of a key to his home/warehouse), this is hard to pull off unnoticed. And if a bunch of blokes swarm into the Mayor's office and later leave, and the Mayor is then found dead, well...
Possibilities include the "hit and drive" method mentioned in "Theft" above, or to follow the Mayor on travel and kill him on a road. The first marks three or so of your hitmen as criminals in that village (And this is hard to repeat in the same village, since you need to gain trust first and find out which man in his twenties is the Mayor. A woman in her eighties is easier to identify, though.), the second is hard to pull off (What if the Mayor never leaves the village? That's likely, y'know.)
Murder of entire towns is easier to get away with. It's been done, even, according to the webzine. Just kill all witnesses. However, this might not always be desirable:
"You killed the Mayor for me? Good! Now I can rule the villagers!"
"What villagers?"
In either case, this would probably mostly be done to serious enemies of the mafia, or be a service highly charged for...
Kidnapping
Quite possible. Just drive into town with a locked multi-person vehicle (preferably a ship) and drag your target onboard/inside. then drive off. Since vehicles have to be outside (right?) you have to drag them outside, so forget getting away unseen. This is a job for pirates. Also, I'm not sure, but a locked shack might be in order, or the captive might get it in his head to steer the vehicle off course...
Slave trade
Begins with a kidnapping. After that, it gets trickier. Transferring a captive anywhere runs the risk of him, well, running. For obvious reasons, it would be easiest in a society that allows this practice. Otherwise, nothing stops the slave from yelling for help while being dragged through the town square. If you can convince a lawful village that you are punishing criminals, that could work...
It is probably easiest to have the slave work for the mafia, in their hidden lawless town on an otherwise uninhabited island (They have one, right? Oh, and send a thought to any newspawns at that island. Can you say "target practice"?
Espionage
Spies are useful, as seen in "Theft" and "Smuggling". Also, dons into politics may want to know what goes down in neighboring towns. Just have some bloke enter town and establish himself as a useful member of society, occasionally sending an underling to get reports. The most useful would be someone who can pass as a trader or craftsman who needs a lockable building.
Framing
Long term-framing is the easiest. Commit several crimes, posing as the framed person. Those who saw you will be able to tell the difference between you and the framed one, but word may spread to those who haven't seen either you or the victim, and then he will have a bad reputation. More difficult would be to steal goods secretly (but making sure the loss is noticed) and leave them in a container in the victim's building. (Why bother with people who don't have enough political clout to own a building?) Or in a multitude of other ways...
I think those were all. Comments? Flames? Corrections?