*kicks open door*

Okay folks it's about time to talk about #ttrpg and #dnd Syndicate games I've run for years. @MerricB was asking about morally gray adventures and hoboy is this my wheel house. Let's dive into what can arguably be referred to as Gangster role-playing.
First a clarification:

While the examples I shall use include #dnd this came from my #gurps and #pallidium role-playing days. Alignment free, or loose, systems tend to work better for this. However, for example, Kazuya Kiryu from Yakuza games is arguably lawful good.
The first requirement is to understand that "lawful" can refer to the law and order of the world you live in. A Paladin in classic high fantasy is more puritanical, than saw a low fantasy honorable gangster. So remember that alignment IS SUBJECTIVE. #dnd
That out of the way, the format of most Syndicate games follows the same format of #dnd high fantasy games. Fighting "monsters" (rivals), looting a tomb (heists), and exploring (taking territory). The key difference is organization.
The dungeon may be neighborhoods and ghettos. The monsters are rivals and marks. But the driving for in the #ttrpg is not random adventure or a king. But the "organization" or the syndicate. It alone offers the players agency and direction.
Being part of the Syndicate has perks! The first is recognition. Others KNOW you are a made "man". You have the organizations weight behind you. You can pressure npcs with threats and swagger alone. This can be simulated using #dnd 5E organization rules.
The second perk is luxury. I'm talking most basic gear will be covered. Weapons, rations, etc. As long as the players are on "duty" expect the Syndicate to outfit them. This DOES NOT include high price magic items based on rarity.
The last, but not final, perk is contacts. Family, associates, allies, and connections. Again if doing things for the Syndicate allied npcs will be more willing to work with you. This includes all types of criminals and paid off officials. #dnd leaders in your pocket.
The price for all these benefits besides fulfilling the Syndicates missions is you have to worry about how the part presents itself. Mindless #ttrpg murderhobos don't instill confidence in npcs. The "face" you present needs the air of professionalism.
The KEY, to all this is that violence is not the end. Violence is a means to an end. The party can get more done with errands and charity to build up reputation so they carry the airs of power and prestige. The #dnd concept of "selfish" good.
This benefits the players and syndicate because they seem as the "reasonable" authority. Vs. the more "legitimate" authorities in the setting. Going outside the law for the greater good... And running a hustle on the side. You know for "granny's" fund. #ttrpg #dnd
The primary difference between a lawful good gangster and a chaotic evil gangster is all how they carry out the various different crimes and duties assigned to them. A lawful character will be up front with most of their activities. Kiryu as the Yakuza enforcer. For example.
Alternatively, Reservoir Dogs Mr Blonde is a perfect example of a chaotic evil character who can keep it in line when they're on a mission but then luxuriates in their own sadistic pleasures when it benefits the syndicate. They do it quietly out of the side of the public however.
And these wildly different characters will work in a group together even though they have much different philosophies. This is because the syndicate offers them away to act as comrades where in normal society they would be at each other's throats. #ttrpg
Mind you @john_harper Blades in The Dark was expressly written to represent this entire methodology of playing a game. It's just you don't necessarily need to use that system, but dang if it's not a handy reference. #ttrpg #bitd
And that's all I have to say about Syndicate games for now. However if anyone wanted a clarification be free to message me. I've been running these kinds of games from my TMNT another strangeness days to more modern takes and systems. #ttrpg #dnd #bitd /end
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