Lanefan
Victoria Rules
With the added pleasant side effect of putting the dragon-in-the-hills hook out there for later, if the player doesn't take it up right away.So your example features interesting points of discussion. And points to reflect on as well, which is always a good habit to be in.
This exchange:
Player: I need cash.
GM: You’ve heard that there’s a dragon in the hills who has a massive treasure hoard.
Is just the kind of thing I might say in a game. Not because I have a lot of prep done with a dragon which I want to show off, but to ask the character the question... "just how badly do you need cash?".
And in fact your character answers exactly that question. We learn something about the character... not their skills or their stats, but something about their personality - cautious, or maybe lacking confidence. If I'm the GM, that's an interesting exchange... it makes me want to see this character in situations which put pressure on their caution or confidence.
Okay, so we get to this:
Player: ...Have we heard about any other opportubities?
GM: Make a (relevant skill) roll.
Here, were I the DM, instead of going straight to a roll I'd try to think of at least one more possible money-making option for the PC and lob it out there; maybe something like:
DM: there's also been some rumblings of late that new information has surfaced regarding the possible whereabouts of Mad Wizard Trevellian's reputedly-immense treasure hoard. Or, depending how much cash you're looking to raise, on a somewhat lesser scale there's a nice reward from the King for whoever brings the outlaw Spack Jarrow to justice; it's rumoured he's been seen in the woods not far south of town, and it's almost certain other people or groups are also looking for him. So, there's three potential money-making options you've heard of - the dragon, the wizard's hoard, and ol' Spacky-boy; and there may or may not be others."
If the player's response is to go with one of the options presented then away we go.
If the player's response is a variant of "look for more options" then it gets into some dice-rolling, as no matter what system's in use we've hit a point of uncertainty.
In order: yes (the roll is happening at the player's request); no (as the PC has no way of knowing whether any other options are even out there, nor should the player); yes in theory (at least one more option will come to light); and impossible to say (failure may just mean the three options are all that's out there, or it could mean complications arise from asking the wrong questions of the wrong people, or it could lead to some other mission or adventure that's not as lucrative as desired, or...too many possibilities).Does the player know why they're rolling? Do they know what number equals success? Do they know what hitting that number means for the fictional outcome? Does failure do anything interesting?
Lanefan