Dynasties and Demagogues

Rulers make history; Dynasties and Demagogues helps you make some history of your own with an in-depth look at the hidden rules of political intrigue and power brokering. Players are challenged to unravel the schemes of duplicitous enemies and allies alike as part of their characters' own rise to power. For GMs, Dynasties and Demagogues affords a close look at the nitty-gritty of political campaigns fraught with plots and counter-plots, assassinations, duels, and changing allegiances, all tied together in an intricate web of power relations.

Dynasties and Demagogues is a 160-page toolkit for running and playing in political adventures in any D20 System campaign setting. Designed for both players and GMs, it provides:

New spells like scryjack, which lets you take control of a scrying spell and show its caster only what you wish him to see, and absorb information, which transfers written information directly from a book to your mind.

Magic items like the tiny surveillance device called the fly on the wall, and the seeking arrow that carries a message up to 6000 miles through the air to land at a named recipients feet.

Feats like Commanding Voice, Inspire Frenzy, and Information Network.

Prestige classes that allow characters to become professional bodyguards, conspiracy leaders, information mages, religious leaders, and even rise to a position of power like that of the true demagogue.

Details on maneuvering within eight distinct political settings, from anarchy to empire, with examples of how fantasy elements like magic and demihuman races impact them.

Easy-to-use rules for conducting debates and elections.

Blueprints for political adventure and campaign construction, plus six sample adventures and two campaigns for GMs to customize.

After all, ruling the world can be even more rewarding than saving it.
 

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A Quick note before I begin...
Before I begin the proper review for Dynasties and Demagogues, I need to make a confession: the author, Chris Aylott, posted on the Steve Jackson Games Pyramid Message Boards looking for people that would be interested in receiving the book as a review copy. I answered this call, filled out the form on his Space Crime web site and was selected to receive this book for free. Thus, some might see this as a bias in my review. I make every attempt to be as honest and unbiased in every review I write. I regularly go back through my reviews and edit them if I see that I had mis-judged something the first (or second, or third...) time around. I have raised or lowered ratings based upon experience with the book and the like. So, although I do not feel that I have reviewed this book in a biased way, I did want to make sure that this was known up front.

Judging a book by its cover
The first thing that struck me about the book was the painfully obvious play on words being used for the title. The book is about gaining political power -- becoming those that are regarded as gods among men -- and so the riff that is being played off of the TSR/WotC title of Deities and Demigods is not only a cool marketing move, it is a rather appropriate parallel to make.

The book is a well made, 160 page hardcover. The cover design is a tad busy, but still easily read and distinctive. The internal layout is easy on the eyes and well organized. The artwork ranges from excellent (the large picture on page 5 for example) to the sub-par (the picture on page 7). Although I did not care for some of the art in the book, it was all well-placed and served to enhance the layout, not fill it. Some of the pictures seemed more 'action' oriented than seemed appropriate for a book on political intrigue. Still, it was all non-distrating and pleasant.

The open game content is relatively easy to find and is identified in a way that (although slightly distracting) is not too obtrusive. According to the back cover the recommended price of the book is $29.95 -- a bit hefty based upon page count, but overall, not too far afield from other books I have seen. And certainly worth the investment.

A quick look inside
Ok... what do you get within 160 pages. The short answer: a lot. Each section listed below, starting with page 4, I will go over in more detail in this review. The page breakdown goes like this:
001....: Black and white reproduction of the cover
002....: Credits, Open Game License
003....: Table of Contents
004-020: Introduction
021-045: Chapter 1 - Political Settings
046-060: Chapter 2 - Fantasy Races
061-073: Chapter 3 - The Magic of Politics
074-108: Chapter 4 - Characters and Politics
109-124: Chapter 5 - Political Maneuvers
125-138: Chapter 6 - Adventures in Politics
139-155: Chapter 7 - Political Campaigns
156....: Appendix I: Government and Titles
157-158: Appendix II: Bibliography
159-160: Appendix III: Index


The Introduction
The introduction begins by asking the question, What are Political Campaigns? and by the time it ends, it does a fair job of answering it. The short of it is this: political campaigns are open, not bound by the walls of a dungeon, keep or castle; political campaigns are about gathering power and influence, not wealth and treasure; political campaigns are about changing the world, not saving it; political campaigns are about reaching the heart of your enemy, not ramming your sword through it.

In this chapter, Chris Aylott introduces us to his conversational tone that the book is written in. He also displays the format that the book follows. The format is clean and effective: briefly describe the concept in terms of rules and ideas, then provide a detailed and usable example to illustrate that concept. When I say detailed, I mean worked, and ready to use.

In fact, the example adventure ('Deception at Villa Zarios') takes up 13 of the introduction's 16 pages! This adventure is completely playable, requires little to no additional rules, and wonderfully shows how a political adventure is different than a more traditional adventure. It includes eight acts with plot twists and red herrings, five fully detailed NPCs, two monsters, a complete map of the estate of Villa Zarios, a stat block for the local community, and an interesting new potion ('Winebane'). This adventure alone could easily be the start of any style of campaign a GM (in this book, Game Moderator) wanted to run. Following the adventure, there is a brief look back at how this is similar to, and differs from traditional adventures.

The closer for this chapter, I have to admit, brought a wide smile to my face. Under the heading Power and the Players, the author references the excellent Steve Jackson Games publication Robin's Laws of Good Game Mastering (highly recommended, by the way) and shows how a political campaign may (or may not) appeal to the various classifications of gamers. There is also a brief discussion of cooperative vs. competitive campaigns.

Chapter 1 - Political Settings
The first step, according to this book, in setting up a political campaign, is understanding the machinations of government. There is a list of questions that should be decided upon prior to starting play in such a campaign provided on page 22. All very good questions I have found myself asking in the past (yes, upon reading this book, I have discovered that many of my campaigns were political campaigns). However, in the early portions of the chapter, the best advice is given in two simple sentences.

The first, when using the metaphor of the play Mc Beth to describe how to run a political campaign, the author states 'For all this talk of kings, however, the play never gets bogged down in the workings of the Scottish government.' In other words, if it is not paramount to the plot and story the players and GM are telling, skip over it. The second, in a section on painting the set, is '...just because you are skimming over the daily details of a government doesn't mean that you shouldn't give it some color.' In other words, use even the parts that are not paramount to the plot and story if it will serve to make the story feel alive and real. The full text here describes a conundrum that has floored many a Game Master... how much detail is too much detail?

Following these short pages of advice comes a series of government descriptions. The book covers Anarchy (three separate forms), Democracy (three separate forms, pointing out that two of them are as old or older than Feudalism), Dictatorships, Feudalism, Mageocracy (rule by the magical elite), and Theocracy (with special attention to games where the gods often show up to reinforce things). Additionally, the chapter covers two sub-systems within governments (Bureaucracy and Empire) and how they can be used to add details to your political games.

Each government description is accompanied by a fleshed out community operating under that government type. This community comes complete with detailed NPCs, ways to use that government type in a campaign to give various feels to the game, several adventure and plot hooks, as well as a look at that government's strengths, weaknesses and methods of gaining power. Additionally (as if that were not enough), campaign ideas are listed to spark the imagination of the Game Master. Honestly, if you are a GM and do not come away from reading this book with a hundred-and-one ideas to launch a new political campaign, you were not reading very closely.

A couple of areas from this chapter deserve some additional comments:

First: the Theocracy section includes some interesting rules for how to maintain 'Holy Communities' (sanctified cities) such as what one might expect in Jerusalem or Jericho in a world with D&D magic. One example of such a city that is strongly implied in the text is the City of Mithril from the Scarred Lands setting.

Second: the section of Bureaucracy includes the most devious trap I have ever seen described. I will not detail it here, suffice it to say that although not directly lethal, I can certainly a party of any level (even EPIC characters) getting themselves lost in that maze of confusion... All I can say is, I hope my players are ready to face hell...

Overall, I found this chapter interesting and informative. I did want more background on the governments, but the information provided was a good start.

Chapter 2 - Fantasy Races
This chapter covers how to handle the various cultural and physiological differences the fantasy races have. Special attention is given to the Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Orcs. Again, each is given some fleshed out communities, NPCs and campaign/adventure ideas. Even a new Deity is presented for the Dwarves.

The campaign ideas range from the traditional (Dwarves) to the completely unexpected (Elves). The races are examined for how their political aspirations, motives and methods might differ from humanity, based upon their nature in fantasy literature and the D&D rules. I was especially impressed with how the half-blood races were described and the (as I stated, unexpected) campaign description for Elves. Overall, however, I found this chapter to be well written and useful, although I would not have personally used the examples the author uses for minority races ruling over a majority.

Chapter 3 - The Magic of Politics
Looking to history can give you one perspective on warfare. Add active and very real magic into the mix, and things change drastically. A political perspective is no different. This chapter discusses how magic changes the political landscape. Discussions include how several simple and low level spells can be used to great advantage, variations on the traditional uses of other spells, and a decent discussion of espionage/counter-espionage in a magic-filled medieval society. The chapter includes two new organizations and seventeen new spells, and fourteen new magic items. The discussion is intelligent, the spells balanced and the magic items interesting. All in all, a very good chapter.

Chapter 4 - Characters and Politics
If any chapter of this book can be called the 'meat' -- this one is it. After all, role-playing games are about playing roles. Roles require characters and this is where we discuss them. The chapter opens with a discussion on how party make-up is a little trickier in political campaigns. Then, we go into the Rules for Personality.

A new type of feat, called the Personality Feat, is introduced. The feat is acquired exactly like any other feat, and follows the same basic principles. However, the mechanics for all personality feats is the same: Whenever your character can accomplish something (called the 'condition') defined by the personality feat, they acquire 1 Action Point. Action points are then spent as the character wishes to either add a bonus 1d6 to any d20 roll the character attempts; or to add bonus experience at the end of an adventure. As a character advances in level, they are able to roll multiple d6 and choose the highest rolled.

The mechanic is very much akin to the Action-Point system of d20 Modern.

Although a character is limited to a single personality feat, there is a 'Transition' personality feat that can allow the character to change personalities over time. This mechanic allows the personality of the character to be more re-enforced in political campaigns, as well as simulate the character's growing and shifting loyalties relatively easily. The system seems very suited to political campaigns, but I can see no reason why it would not be effective in more traditional campaigns as well. The personality feats cover the gamut from Ambitious to Comic Relief to Manipulator to Team Player.

Next, the chapter dives into skills. One of the things that always bothers me to see in a d20 supplement is new skills. It is not that I feel that no new skill of use can be created, it is that I feel that new skills skew the balance of the game unless well thought out in advance -- and most are not. This supplement introduces no new skills, but instead goes into detail on how the existing skills can (and should) be used in political adventuring. This section is very well written.

Then we get new (traditional) Feats. The feats deal with social and political aspirations and are all balanced with each other, although they seem a bit weak in comparison to the core feats, although not unreasonably so. I can certainly see myself making some religions characters in traditional campaigns with one or more of these.

Onward, we find Prestige Classes. These are the Bodyguard, Chieftain, Conspiracy Leader, Demagogues, Diplomat, Discreet Companion (modified from the Fantasy Flight Games version found in Traps and Treachery)Information Mage, Politician, and Religious Leader. Each is a distinct and unique 10-level class. All are interesting and well conceived. Most are ones I can see using in games whether they be political or not (I love the Bodyguard and the Information Mage). None seem overpowered or out-of-place.

Last in this chapter, we get to a wonderful discussion of the core classes and how they can be used in political games. Each core class is given a couple of paragraphs on how to use them to their best advantage in such campaigns such as the Fighter which states 'Like clerics, fighters don't have many skills to work with. Unlike clerics, fighters have lots of feats. Their bonus feats may be reserved for battle, but they can use their regular feats to boost their political potential without sacrificing many of their traditional abilities.' It then goes on to speak of a few that are especially effective to the fighter. Very good advice all around.

Chapter 5 - Political Maneuvers
Chapter five caught me off guard. It was not something I was expecting. After a page discussing simple and super simple ways to handle debates, the remaining fourteen pages are dedicated to a very detailed debate system and some rather interesting election rules.

The debate system involves a whole new form of combat (Political Combat') that is complete with maneuvers (attacks and defenses), a political hit points system, as well as discussions on how to role play them as well as award experience for such things. To be honest, I was a bit overwhelmed when I first caught glimpse of the huge chart on pages 114 and 115, as well as the list of more than twenty political combat maneuvers. Still, upon reading the material, it all appears to be rather smooth and straight-forward after you read it all and let it sink in.

The election system is well written and can be easily used in conjunction with the debate system. It works equally well for democracies (elections for office) as well as votes in legislative bodies (such as congress or parliament). How to handle faction voting is included, as well as experience for such things is covered.

Chapter 6 - Adventures in Politics
More than a set of rules, this is a guide for political adventure design. In fact, there are five worked examples of how to take an idea and make it a premise of your adventures. According to the author, the three parts of such things are the thesis, the antithesis and the synthesis. Once you have these worked out, it becomes time to flesh things out with teasers, pitches, twists, encounters, and challenges. Then he goes into the little extras that can be added in the form of comedy, action, personal connections, and narrative techniques.

As you can imagine, that is a lot to cover in one chapter -- in thirteen pages. I thought a lot of the discussions in this chapter were far too short. Although the author could not have covered much more ground, he could have covered it more deeply. What was covered was covered well, and left you wanting more.

Chapter 7 - Political Campaigns
When I go to this chapter, I asked myself what more the author could possibly talk about when it comes to this topic. After all, the better part of 138 pages had already covered it. Then I read and saw that it was not done: villains, the relationship of setting to character, goals, power bases and motivations as well as campaign styles had not been covered yet. Chris Aylott covers them here and covers them well. All sorts of styles and campaigns are covered from a baseline and a general overview level -- with good advice on how to handle any sort of political campaign.

Final Analysis
Would I recommend the book to my fellow Game Masters? Yes. If you want to add an element of political intrigue to your games, then I highly recommend this book. If you want your player to be a direct part of that, or even the pawns in the game being played by the various movers and shakers of society, then this book can be a great asset in that.

Is the book perfect? No, far from it. I would have liked to have seen the chapter of governments fleshed out further to include such things as feudal titles and their interrelationships, how various religions might handle Theocratic governments differently, how a low magic (i.e.: Dusk) campaign might be ran as opposed to a standard D&D campaign (i.e.: Greyhawk) or a high-magic campaign (i.e.: Forgotten Realms). I would like to have seen how the various communities detailed in the book might have been used together in one massive uber-campaign. I would like to have seen how an Epic Political Campaign might be handled... and so on and so forth. But these were not in the book. I have been told that I often get ideas in my head on what I am expecting to see and get myself upset when I do not see them (see my review on the EPIC LEVEL HANDBOOK for more information there). Still, once I remove such things and look at the book for what it is, not what it is not, I see that this is a wonderful and high-quality volume that I am sure to use. Still, this appears to be a shortcoming of many Atlas Games products: an over-restrictive page count; especially for a hardcover publication. Sometimes it seems that they are trying to write Reader's Digest versions of their books without showing us the full thing.
 

Fixed your hyperlink. Note for future reference, the code of the reviews is not the same as the UBB code of the boards. Use the format:
text.
 

Aaargh... smiles don't work in the comments but links do?

Basically, use this format, but replace round brackets with square ones:
(a)link(at)text(/a)
 


The link is still wrong (should be http://www.io.com/~aylott/ ) and for some reason, from work, it will not let me edit it...
 

Oh! And thanks! Getting used to the similarities and subtle differences within the messageboards, the reviews and the comments gets to be a bit of a mess in my head... :)
 

Don't feel bad - Psion still gets word processor codes in his reviews from time to time...

(Good review, BTW. Seems like it would work well with Fading Suns d20, too bad it didn't borrow the social feats from it)
 

Dynasties and Demagogues: The Source book of Political Intrigue is the latest book in the Penumbra line for d20 from Atlas Games. Dynasties and Demagogues includes spells, magic items, feats, and prestige classes . . .

Wait now! Don't back away, thinking that the book is yet another d20 book of more of the same.

Dynasties and Demagogues is, in my opinion, an important supplement for d20. I realize that may sound pretentious, but I can't help but believe it. This book contains far more than the ordinary mechanical content, and really broadens the scope of supported actions and possible adventures within the d20 system.

Also, I should make it clear that I received a review copy of the book from Atlas Games, and that this is a capsule review (not playtested).

I'm going to start by talking about the chapters of the book that are primarily text, and the information they provide. I'll then go on to discuss the new mechanics and "crunchy bits" the book provides, and finish off by describing the book's physical qualities - editing, layout, and art.

Text

"Should you lack for suspect affections or affiliations, or even bedmates, why, my dear sir, consider Guelemara. The capital. My father, my kith and kin, another pack of wolves, but with better and courtly graces. The capital is vastly more civilized than here. They only poison fine vintages."

(Fortress in the Eye of Time, C. J. Cherryh)

Dynasties and Demagogues opens with a chapter describing what political adventures are, which illustrates this with a sample adventure. In the adventure, the PCs are put in charge of a vineyard belonging to a noblewoman that was being mismanaged; the players are supposed to turn it around. Of course, things aren't that simple - a neighbouring noble wants to add the vineyard to his own lands, and has agents sabotaging the vineyard from within and without. There's plenty of action for the players to participate in, from dealing with the noble's agents and the traitor in their midst, to dealing with a royal inspector, to sabotaging the neighbour's estate.

Having established a frame of reference, the book moves on to discuss different political systems. A good amount of attention is paid to traditional feudalism, focussing on the tensions between a king and his nobles, and providing a couple of interesting ideas for adventures. Aylott stresses that the form of a government should act as scenery for the action, rather than being the focus of attention itself. The chapter also discusses anarchy, democracy (both ancient and modern), dictatorships, theocracy, and ends with sections on empires and bureaucracy. The coverage of each system includes a summary of its strengths and weaknesses, how to get power within that system, and a few campaign ideas.

I found this a really exciting chapter because of the variety of situations and adventures inherent in these political systems. Some of the sections have great sidebars, the jousting rules for feudal society, and the very funny chart-driven Maze of Bureaucracy.

As ancient history is a pet subject of mine, I have to note that I think the author made a minor error about the Athenian tyrant Peisistratus[1]. Also, the book does not discuss how countries with different political systems might react to each other. Perhaps this is beyond the book's intended scope, but I would have found it interesting.

From here we proceed to a chapter about the standard fantasy races and their governmental tendencies. While there are no great surprises here, the examples when put together form an interesting campaign world: an elven empire rules over human villages "for their own good", distrustful of the nearby dwarves (who provide an example of how it's possible to live without elven guidance), drow agents and sympathizers trying to turn the dwarves away from the surface races, and a few gnomes trying to avoid elven attention.

Skipping over the chapters focussing on mechanics for now, the last two chapters in the book are devoted to creating adventures and running campaigns.

The adventure chapter is very good, guiding the reader through the process of turning a premise into a full-blown adventure. It discusses adding plot complications, bringing things to a satisfying conclusion, and hooking the players into the adventure. Examples are provided and developed along the way. Also covered are the use of comedy, personal connections, and narrative techniques like the false ending. However, some of these narrative techniques (such as scrambled scenes) are interesting, but may not be to everyone's taste, and I'm unsure of their relevance in a book about political intrigue, rather than gamemastering techniques.

The campaign chapter talks about creating great villains, with motivation, goals, and advantages, rather than simply being evil. It then presents two types of campaigns: the Power Campaign, in which the players are attempting to achieve positions of power (such as succeeding to a dukedom, or being elected to high office), and the Action Campaign, in which the players attempt to do great things, using politics as a backdrop or setting. Again, there's really good advice here, from starting these types of campaign, the initial rising action, setbacks and rival plots, and the big climax.

The chapter closes with some advanced campaign styles, such as troupe play and ruling a state. Here we find one of the "nifties" in the book, a Political Problem Map which uses the analogy of a dungeon to convey how solving political problems in an ongoing campaign could lead to other troubles. Cracking down on corruption might stretch the forces of the government too far, leading to a breakdown in law and order.

Sprinkled through the first chapters of the book are a few dozen sidebars, many of which present characters the sample adventure and as other examples. There are also small blocks describing communities, and special mechanical details for different political systems.

The book ends with a couple of useful appendices. One provides dozens of names for different nations, rulers, and titles of officials (caliphates, warlords, and ministers, oh my!), and the other is a bibliography of inspirational works, ranging from the film Mr. Smith Goes To Washington,to George R. R. Martin's novel A Game of Thrones.

[1] The tyrant Peisistratus overthrew the government of Athens about 50 years after the reforms of Solon. However, the later Greek democracy ascribed more to Solon than is likely; the government Peisistratus overthrew was certainly not the classical democracy of the following century.

New Mechanics


"Friends, Romans, countrymen, lend me your ears! I come to bury Caesar, not to praise him."

(Julius Caesar, Shakespeare)

Dynasties and Demagogues provides rules in the Political Maneuvers chapter to resolve debates, votes, and elections. These can be key moments in the history of a world - even kings consult their advisors, and an important debate could decide the fate of nations.

Debates can be resolved at several levels of detail. If you want to resolve one quickly, it's very simple - let each player pick a skill, roll, and see who gets the highest result. The appropriate skills here are Bluff, Perform (Oratory), Diplomacy, and Intimidate. Each supports a different style of delivery - a speech based on Bluff would be full of verbal tricks, glossing over a lack of evidence, while a character using Intimidate would hammer away at her opponent with accusations, and cut them down verbally. I was glad to see that the debating systems in the book rely on existing skills rather than creating new ones; all of these will become more popular choices in a political campaign.

A step up in complexity from just using contested rolls is the Simple Debate, in which each character may (but is not forced to) make a speech. During a speech, other characters are each allowed to make one interjection. If the speaker can respond effectively to the interjection, they get a small bonus to their roll; if they handle it poorly, a penalty. If the speech matched the character's style of debate, the player gets an additional bonus to their roll. The system is still simple, but it's easy to see that it could be a lot of fun, with characters on opposing sides attacking each other, and perhaps allied speakers asking leading questions to support their friends.

Even better, though, is the Complex Debate system, which is actually based on the d20 combat system. Characters have Political Points, which represent their staying power, a Political Defense value, and even Initiative, which determines their order of action.
In each round, players can perform one or two debating actions; their skill bonus is used for the attack roll, and each skill gives access to a list of different maneuvers. Perform (Oratory) allows a character to use Dazzling Rhetoric and the Humorous Jab, amongst others. Those without any of the debating skills still have the choice of some basic debating tactics.
When a character performs an attack maneuver, they roll against their opponent's Political Defense. If they are successful, the target of the attack must make a Will save or lose Political Points. If they run out of points, they have been defeated in the debate and must bow out!

Again, players are encouraged to make their own speeches, and rewarded with a small bonus if they do, but it's stressed that this is not mandatory. I think is the right approach to take; making long speeches may not be to everyone's taste or energy level in a particular session. Another element in the system is that your choice of maneuver can have a bonus or penalty, depending on your opponent's last action. Using Threats gets a bonus if your opponent just Hinted at unpleasant Consequences, but a penalty if they were using Gentle Persuasion.

The book also includes rules for handling different types of votes - ones in which a small number of individuals vote, ones in which factions control blocks of vote, and actual elections with large numbers of individual voters. While a little less exciting than the debate system, this is still very good material. Individuals whom the PCs must bring around to their point of view can be easier or more difficult to convince, and they may have a "leverage point" (such as ambition or a desire for wealth) which can provide an edge. Faction votes are similar, but the weight carried by each faction varies.
Trying to win a vote could spawn any number of interesting intrigue-filled adventures, as players try to ferret out the secrets of their political opponents and make back-room deals.

In elections, the GM determines how much time there is until the vote, and each day characters can make public appearances to sway the general populace, or set up private meetings with influential members of society to sway them to their cause. Very handy if you include a democracy in your world.

Crunch

"Blunt words, sharp, prosaic, unadorned. Cold and stern, they slashed into the Hall like a wind, blowing away the mists of Kaen's eloquent imagery. Hands on his hips, his legs spread wide, seemingly anchored in the stone, Matt did not even try to lure or seduce his listeners. He challenged them. And they listened."

(The Darkest Road, G. G. Kay)

Now we come to the traditional "crunch" in the book - yes, it's in here, in the form of magic, prestige classes, skills, and feats.

The magic chapter is extremely good. After discussing mageocracy (rule by wizards) and how existing magic can be used in a political context, the book provides a number of exciting new spells and magic items. For instance, Confession's Hand can be used to force the truth out of anyone, Scryjack lets a spellcaster to manipulate what is seen by another magic user spying on them, and the extremely nasty Programmed Instruction spell allows for the creation of sleeper agents. The chapter also includes some excellent magic items, including the magically protected Courier's Pouch, the assassin's favourite Invisible Blade, and the very useful Seeking Arrow (which delivers a message to the named recipient, to a maximum range of 6000 miles).

The Character and Politics chapter provokes players to think about their character's political views. It then goes on to introduce a very stylish system of personality feats. These are taken just like any other feat, though a character can only have one of them. Each provides a way of obtaining Action Points. Action Points can be used to add 1d6 to a roll (increasing to 2d6 or 3d6 at higher character levels), and can be saved between sessions. One point each session can be cashed in for experience points for the whole group. The rationale for this is to that political adventures can often have a smaller number of long challenges rather than a series of short ones, leading to occasional dry spells in experience awards.

As a general mechanic I think these feats should work very well, and could be adapted to games which doesn't involve politics. For instance, someone with the Competitor personality gains a point from outdoing another character who acknowledges their defeat, something that the book notes works best when more than one PC is a Competitor. The ongoing rivalry between the two characters sounds like a lot of fun.
I'm a little concerned that a Team Player can gain a point by performing an "aid another" action; the opportunities for this are much greater than some of the other feats. The book notes that the GM should only award points that deserve to be earned, and I think it may take some monitoring to ensure that some feats are balanced.

After a brief discussion of skills - new uses for Appraise and Gather Information, and definitions for Knowledge (Law) and Perform (Oratory) - the chapter continues with more general feats. Many of these provide bonuses to the skills used in political conflict, such as Dangerous Insinuations, which provides +2 to Bluff, Diplomacy, and Perform "when inciting distrust and paranoia". Compared with the infamous feats that provide +2 to two skills under all circumstances, these seem a little restrictive. But, considering the power that these skills can grant in the political arena, they're probably reasonable, and they definitely add flavour to a character. Some of the other feats give you access to a group of contacts (aiding in Gather Information), let you mess around with other people's reputations, or aid in commanding troops.

Lastly we come to the book's prestige classes. These are nine in number - the Bodyguard, Chieftain, Conspiracy Leader, Demagogue, Diplomat, Discreet Companion, Information Mage, Politician, and Religious Leader. As you might guess, the power of many of these is based on political situations - the Demagogue gains the ability at 2nd level to keep an audience spellbound, and at fifth level, given a certain length of time in private conversation, can charm an opponent through sheer force of personality.

In general, I would say that these classes are highly specialized - the Bodyguard's special abilities all revolve around protecting his principal, but then again, that's what Bodyguards do. Depending on player preference and the style of a campaign, these may be more useful for NPCs than player characters. As the book notes, "politicians do very little dungeon-crawling". However, the classes do allow for a wider variety of political leaders. The leader of a church doesn't have to be a high-level cleric; instead, she could be a Religious Leader more concerned with the church's prestige and power.

On the other hand, a 10th level Chieftain has the ability to raise a horde of warriors of a size only limited to half his total number of followers. Genghis Khan, anyone?

Editing

The editing in the book is very good - I don't remember seeing any typos, but there are a few places where words are repeated. An error in the Political Maneuver Chart threw me for a loop until I examined the text closely; it lists a maneuver called Eloquent Argument, which was apparently replaced with Reality Check.

Art and Layout

Dynasties and Demagogues is a handsomely decorated hardcover, mainly in purple and beige, with a black and white interior. The old king on the front cover, and surrounding details match the choice of interior art well.

That artwork is a mixture in more ways than one. Some of the pieces are new, while the rest are medieval scenes and characters in the public domain - from the Victorian period, by the looks of them. Some of these old pieces are wonderfully detailed, like the haunting image of a dour king looking out the window at approaching Viking warships.

The new artwork is done by artists that seem familiar to me from previous Penumbra books. However, I can't say that I was enthralled by them. Their quality is good, but I don't care for one artist's liberal use of flat black for shadows in the midst of a line drawing, and I don't think they fit very well with the Victorian images. I'm probably in a minority, but I would have preferred to see more of latter. Then again, elves and gnomes don't appear in most 19th century drawings, so some new artwork was required.

The side borders of each page are textured in shades of grey with portions of another piece of public domain imagery, helping to maintain the book's tone. The inside edge of these borders gives the illusion of holding a medieval book with rough-edged pages - a very nice touch.

Sidebars and tables are presented with a grey-textured background, making it easy to distinguish them from the main text. OGC materials are denoted with a small dragon icon, which makes things very clear in that regard.

Among the sidebars, however, are NPC writeups which are sprinkled throughout the book as examples. Considering the fact that I find creating NPCs a bit of a chore, I suppose I should be happy to have these. They are well laid out, but perhaps overly verbose. Characters with feats introduced in the book have almost the entire description of the feat included in their stat block. While this makes these characters more self-explanatory, the writeup of Pericles of Athens takes up an entire page!

Conclusions

I would have preferred to see less discussion of gamemastering techniques in the book, and at least a section devoted to violent politically motivated events, such as coups and peasant revolts. But all in all, Dynasties and Demagogues is a solid and very classy piece of work. Its subject may be considered more down-to-earth than a book describing some Great New Campaign World, but for anyone even remotely interested in the subject, I recommend it very highly.
 

Author Chris Aylott pointed out to me that the personality feats are limited to granting players one Action Point per session. Now that I realize that, I think that the Team Player feat is much closer in balance than I had thought when I wrote the review.
 

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