I guess i’d ask the team “What do you want to happen?”
In terms of how I’ve been playing the game, as GM i am helping tell the story that my PCs want to tell. If that means they want to try their luck at the most difficult challenges while being underprepared, that is on them. But typically, when my team wants to accomplish a certain goal then I will produce the necessary story materials to assist in bringing that goal within the realm of possibility.
So, in this case, your team is severely disadvantage and underprepared per their own design. They’ve seen how well this has worked out, and it is completely up to them if they want to continue pressing their luck. But it might make sense to provide alternative/custom story options. Or it might make sense to let them fail partially (House Atreides was reduced to a handful of loyals at one point and they bounced back).
For example, if time is a pressing matter in your story, there are mechanics or talents to create assets by essentially doing a “three weeks earlier” flashback retcon. Maybe have your characters invest some of their advancement points into developing some useful assets, and perhaps they have been doing this in the background the whole time while other ‘main story’ plot points were occurring in the foreground.
If they want to temp the fates, maybe they don’t fail completely. Through some bond or some chance happening they happen to survive, albeit severely diminished and suffering complications (essentially turning their personal quality factors negative). Then just like Muad’dib, have them build their personal and team quality factors back up to within a range to take on their desired challenge. I’ve attached the first draft of map for some sort of Sietch diplomacy conflict that I haven’t used yet.
Another option, give them a way out. Maybe they do see the less-than-golden path before them and they want to survive instead. How would that look? It only takes the core members of a house to keep it going. Maybe they find refuge in allied houses, maybe they lend support to a rival of the imperium, or maybe they just flee outside the known universe. Whatever it takes, it should be an alternate path that is slightly more achievable and geared towards other skills than what the Harkonnen end game may have required. I’ve attached a first draft of some sort of inter-planetary diplomacy conflict map that could be modified for space exploration (not play tested yet).
Conflict Map First Drafts:
Arrakis - Sietch Conflict Map V1.pdf (2.0 MB)
System Quadrant - Diplomacy Conflict V.1.pdf (1.1 MB)
Final existential thoughts:
I’ve always felt that the Dune series emphasizes the significant role each individual plays in shaping the overall story. [Individuals being defined as aggregates that preserve a measure of temporal integrity, that ‘propagate’ information from their past into their futures. Example individuals generally increasing in sizes of influence include; Paul Atreides, Paul’s Immediate Family, House Atreides, Arrakis, CHOAM, Spacing Guild, Bene Gesserit, The Imperium, Humanity, Earthseed (all things that trace origins back to earth), The Galaxy, The Universe.]
Whether they are central figures or supporting characters, the recurring theme revolves around individuals (or fractals of them) grappling with their identities. Through adversity and suffering, individuals demonstrate perseverance, adapt to challenges, seize growth opportunities, rely on social connections, and tap into their capacity for renewal. While this pattern is common in compelling storytelling, it reflects a deeper truth (I’d hypothesized Frank Herbert understood) about the human condition and its relationship to the universe— that storytelling is a vehicle for exploring the essence and expression of individuality within the vastness of existence. The Dune saga provided countless examples of near-miracle like events, as individuals cycle from near extinction to zealous prosperity. Yet somehow the story continues. Because this is the nature of The Universe, and all its recursive fractals.