Can you help with espionage and intrigue inspiration?

Errant

First Post
Hi all, I've been trying to wrap my brain around a way to get away from stereotypical dungeon bash adventures and thought it would be nice to try something requiring a bit more planning and discretion than kicking in doors and hacking up everything that moves. Something closer to Mission Impossible than Conan the Destroyer.

But, its new ground for me and I'm struggling to get started.

Anyone have any advice or recommendations for movies or stories (real-world or fiction) that might get my creative juices flowing? Are there any modules out there that might fit the bill even?

All tips and advice greatly appreciated.

Thanks.

:)
 

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My DM had us obtain a document from inside a well-guarded fortress... but didn't require any specific method to do so. It was quite fun. We stole IDs from outer guards, and made our way in through a little violence, lots of bluffing, disguise, and diplomacy, and sneaking around.
 

Just have the PCs working on a mission where violence is explicitly not an option and they'll need to start making complex plans.

For example, they could have to retrieve something from the embassy of a neighbouring country. If there is any violence or they are even detected in the attempt, it will lead to serious diplomatic problems. So they need to pull it off as surreptitiously as possible. For added complexity, let's say that another group is trying to retrieve the same thing, so then there's a race against time. Have all of this happen during a diplomatic function and you have a great setting for skullduggery and devious plots.
 

Just make sure you don't piss off your players if they have violent tendencies. Railroading people into an intrigue-y game can be a bad thing since so many player abilities in 3E are slanted towards butchery and overkill... so make sure you have a couple ninja flip-out-and-butcher-everyone moments in there that you can take advantage of (a couple scenes where violence can be the answer... and maybe they can even reinforce the idea that the party needs to be more discrete in other scenes).
 


A random little bit of advice when I find myself needing to run a game involving intrigue and espionage. Its really really helpful to know who exactly the PCs will be going up against and what their motivations and plans on and at what pace things are going to happen. In my experiance knowing these things can help keep a game moving without having to railroad or spoil the intrigue. In an adventure rife with intrigue and deception PC's can sometimes get really confused, frustrated, and lost as to just who they're really fighting. And as a DM you have to keep it all straight, not messing anything up and come up with a coherant story line too. Having a plan and knowing your NPCs and BBEGs will help keep you from being overwhelmed. Later.

John
 

Thanks for the tips all, keep em coming. I'm searching the net for other inspirations but DnD specific pointers are very handy.

I'm picturing a campaign in one of the Five Nations in Eberron where the PCs are recruited by their realm's spymaster firstly to investigate influential nobles with questionable allegiances. Nobles that may be innocent and too influential to confront directly regardless. Later the PCs will be sent into other realms to investigate links and potential threats to their realm. I'm aware my players like a fair bit of action in their adventures so one or two fights, hopefully out of public view, will be inevitable (or at least highly likely) in each adventure. Successful missions will just mean no-one knows or can prove they were involved after the event.

I'm still fuzzy on details though, and I need more ideas to make a campaign out of this idea so more tips would still be welcome.

I thought there'd be more movies that I could use for inspiration, but so far I'm coming up blank.

Thanks again for the help.
 

Errant said:
I'm picturing a campaign in one of the Five Nations in Eberron where the PCs are recruited by their realm's spymaster firstly to investigate influential nobles with questionable allegiances. Nobles that may be innocent and too influential to confront directly regardless. Later the PCs will be sent into other realms to investigate links and potential threats to their realm. I'm aware my players like a fair bit of action in their adventures so one or two fights, hopefully out of public view, will be inevitable (or at least highly likely) in each adventure. Successful missions will just mean no-one knows or can prove they were involved after the event.

Well, the Karrns have a lot of messed-up crap going on... and there's stuff in Thrane... and Breland... and, well, there's a lot of messed up stuff in the Five Nations. None of it specifically requires a spymaster to involve a party.

A mysterious patron for a more political/intrigue game does not necessarily have to be a spymaster, nor even beneficial to the realm/nation in the long run (maybe one of the Lords of Dust is screwing around and planting false ideas in the players (especially with Thrane politics), or some neutral-aligned Ilithid with a fascination for human politics wants to play games, or whatever). Mercenaries & swords-for-hire can also get themselves into situations that go far beyond the present knowledge of the mercenary-adventurers - read: knee-deep in a political fight that is way above their heads.

With House Deneith & Blademarks (the primary mercenary guild for the Five Nations), check out the info for them in the Sharn book (if you've got it), for instance. I'm kind of into the Blademarks at the moment, if you can't tell. House Deneith is full of surprises.

And if you can work in the politics of a House, it gives the Dragonmarks a whole lot more form and makes more sense in the longer run IMO... there's something just not quite right when you have all these Dragonmarks getting together for no particular reason, and thus a more House-based game/campaign can eliminate some of that character ambiguity. Maybe think about a dominant House, and what you can do with it. House politics can shake an entire nation.

Eberron is definitely rich ground for an intrigue-based game... you should have no trouble finding inspiration just flipping through some of the books.
 

Dynasties & Demagogues (a d20 book by Atlas Press), though out of print I believe, is right up there with my other absolute favourite d20 books of all time. So I thought I'd mention it, as a very good guide to featuring politics in a d20 fantasy campaign.

It can still be easily found too, I'm pretty sure.

The chapters go like this (which should give you a fair idea of its scope):


[SBLOCK]Introduction: What are Political Campaigns?

Section I: In Theory

Chapter One: Political Settings

Chapter Two: Fantasy Races

Chapter Three: The Magic of Politics

Section II: In Character

Chapter Four: Characters and Politics

Chapter Five: Political Maneuvers

Section III: In Practice

Chapter Six: Adventures in Politics

Chapter Seven: Political Campaigns

Appendices

Appendix I: Governments and Titles

Appendix II: Bibliography

Appendix III: Index of d20 Material[/SBLOCK]
 


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