Dynasties and Demagogues

Good review! I'm half way through reading this book and I'm very impressed so far. I think you're right -- this is another important d20 book (like Book of the Righteous) and there haven't been many of these.

Cheers

Richard
 

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If you want to run a game that has anything at all to do with politics, this book is a MUST HAVE.

Oh. My. God.

First of all, it's a nifty 160-page hardcover for $28.95 ... a good value by modern standards.

Section 1: How does race affect politics? Magic? Political systems? It's in there. Spells and Magic items with political uses? In there.

Section 2: Crunchy bits!! "Personality" feats smack of the old "Persona" rules from WW, but they're appropriate and they allow for experience gain in a situation where experience is slow to come by. The new feats are not only well-balanced, but show an effort to pull OGC from other books, which is a darn good thing in my book. Lots of nifty, useful prestige classes. There are rules here for using influence to affect the outcome of political events. There are rules for personal interactions, debates, and influencing the votes of small committees or large bodies of people.

Section 3: This may be the best chapter in the whole book. Here we find all the stuff a DM would need to create a political campaign. In point of fact, much of the stuff in here would be useful for ANY campaign that was not primarily action-oriented. Or even if it was... or even if it wasn't a D20 game at all... heck, everyone in the world ought to read this section, whether they play RPG's or not! **hanh, hanh, hanh** (calm down, Fred, you're getting overwrought)

Appendices... gravy on the meat, icing on the cake, it's all good.

What's more (for a D20 author like myself) the OGC material is 1> Clearly labeled, 2> Clearly attributed, and 3> Useful. There's even an index of the OGC in the back of the book.

This book is going to follow me around just like my copy of the SRD. I'll be needing it daily...
 

This is not a playtest review.

Dynasties & Demagogues is a sourcebook on political intrigue from Atlas Games.

Dynasties & Demagogues is a 160-page mono hardcover product costing $28.95. Space could have been used better - chunks of white space dot the book and the space between paragraphs gives the text an airy feel, particularly where such things as feats or spells are being described - on the other hand, its easy on the eye. This helps, as the art is fairly sparse, though most is pertinent to the text. Writing style is engaging and the author makes a concerted effort to engage players as well as GMs. Editing seems good.

Introduction: What Are Political Campaigns?
This chapter is a neat trick - it provides a complete short adventure whilst giving commentary all the way through regarding the role of the GM and the Player in political campaigns. This illustrates the points without lecturing and sets the tone of the book - it's designed for players as well as GMs. For instance, in Part One of the adventure, the characters get to meet their patron-to-be, Dona Carlotta, who requires the PCs to save her vineyard from an undiscovered corruptive influence, which is eating away at her profits. After the description of the scenario, we have two sections:
* GM Notes with advice such as "In a political game, exactly how much money you have is less important than the fact that you have it...Noble characters like Dona Carlotta affect a disinterest in money, and disdain to discuss specific figures".
* Player Notes - "In a political adventure you need to examine people with the same care with which you examine a trap in a dungeon adventure".
Each scenario of the adventure is followed by further notes for GMs and players guiding them in how to run, and play in, a political adventure/campaign.
In addition, we see full stat blocks for interesting NPCs, community stats for the vineyard, and a new alchemical potion, Winebane.
The chapter concludes with some advice on making a political adventure distinctly different from a non-political adventure with a "focus on gaining power and status instead of material rewards like gold or magic." There is also advice for the GM on identifying whether her players are suited or likely to be interested in a political adventure - the author makes it clear that they don't suit everybody. It finishes with encouragement for players to work as a team rather than against each other, but gives advice for the group that is daring enough to enter into competition against each other.

Chapter One: Political Settings
Again, this chapter kills two birds with one stone - an overview of the main types of government is given along with advice on how to use them in your campaign and some campaign ideas, but after each description we have an example of an actual region/nation with community and leader stats. The chapter looks at:
* Anarchy - both peaceful and violent
* Democracy - covers the Viking 'Thing', Athenian Democracy, and modern democracy
* Dictatorship - including a sidebar with game rules on avoiding the secret police when mounting a conspiracy
* Feudalism - a lengthy section focusing on the role of the king but including a subsection on tournaments and jousting
* Theocracy - including rules on sanctifying a community, using a monument to a deity as a focal point for blessing the community, along with other benefits to the deity's clerics
* Bureaucracy - an interesting sidebar makes Maze Of Bureaucracy into a trap (CR equal to the level of the players) for political campaigns where the GM needs to delay the PCs. The sidebar includes a name generator for the bureaucratic department.
* Empires - a sidebar offers some advice on taking into account the multicultural effect of wide trading areas.
The chapter actually begins with some advice on choosing and designing the detail of a government for a nation/region - this includes a variety of ideas on how government affects the PCs directly, from how they might gain more power themselves to adding flavour to the mix such as the actions a populace take near a celebration/holy day or the names courtiers use to address each other.

Chapter Two: Fantasy Races
This chapter looks at likely government set-ups for some of the core races and again uses the same presentation as Chapter One, providing actual examples as well as general discussion, along with community and NPC stats. Sidebars discuss clan moots for dwarves, a new dwarven deity (Brycwyrcan, god of glorious toil), and a new trap (Will Chimes - wind chimes that temporarily reduce Wisdom to induce a suggestible state). Dwarves get 5 pages, elves 4, whilst the remaining races get only about half a page, half-orcs and half-elves are bundled together, and there is a page set aside for orcs at the end of the chapter. There is also a section at the beginning of the chapter that discusses minority rule - why perhaps a largely human population may be ruled by a minority of elves or dwarves for example.

Chapter Three: The Magic Of Politics
You might have noticed that a mageocracy was missed out of the possible governments in Chapter One. Well, the reason is that a section in this chapter is dedicated to the concept and gives an example, the Arcane Council to illustrate the discussion. The next section takes a look at the effect of magic on politics - tricks of the trade, variants of spells that can be used to enhance political status, and magical espionage. A new organisation, The Gray Hand, exemplifies the latter aspect. The remainder of the chapter has a selection of new spells and magic items oriented towards political campaigns. Examples include the Brd5, Sor/Wiz6 spell 'Mass Emotion', the interrogative 4th-level spell for clerics and sorcerer/wizards 'Weaken Resistance', a clockwork bird that patrols the estates of the rich, and a Queen's Shilling, a coin that identifies an agent of the monarch to any who already wear one, but is invisible to others.

Chapter Four: Character & Politics
This chapter is designed primarily for players and presents a variety of new uses for skills, feats, and prestige classes. However, the chapter begins with some player advice on choosing suitable motivations for a political campaign and ensuring they won't cause conflict with other players' characters.

The next section details a new type of feat: Personality Feats. Personality feats are taken like ordinary feats, but can only be taken one at a time. Each personality feat (e.g. competitor, hedonist, mediator, schemer) requires the character to behave in a manner congruous with the personality description (e.g. a character with the Mediator feat must resolve a disagreement between two other characters that leaves both of them satisfied). If the character behaves this way, they can earn one Action Point per session. This Action Point can be spent in one of two ways: either to alter an attack, skill/ability check, level check, or saving throw, or alternatively to gain extra experience at the end of a session (particularly useful in political adventures where normal experience through killing monsters is usually harder to come by). Certain personality feats can only be chosen by a limited number of players for their characters - having six Leaders can be problematic.

A sidebar introduces two new types of bonuses for political campaigns - Influence Bonus (gained by such things as working for a powerful patron) and Reaction Bonus (e.g. if your character has a commanding voice).

Four new uses for standard skills are discussed next - Appraise for measuring the worth of a deal, Gather Information for research, Knowledge (Law), and Perform (Oratory).

Around twenty new feats are also presented including the aforementioned Commanding Voice (bonus to social skills and Leadership), Information Network (taken from Holistic Design's Fading Suns D20 rulebook, this effectively extends the reach of your Gather Information checks rather than increases the bonus), and Reputation Broker (again based on Fading Suns, this feat can be used to enhance or destroy reputations in the political arena through influencing NPC attitudes using Perform (Oratory)).

Nine new 10-level prestige classes are described next:
* Bodyguard - a nice take on an old favourite, there are some elegant rules allowing the bodyguard to interpose themselves between an attack and the person they are protecting (or push them out of the way), nullify flanking movements, and spot potential trouble. Appropriately high BAB, Fort and Ref saves, though only requires 4th level to gain entry.
* The Chieftain - charismatic leader using authority and reputation to lead a tribe. Cleric-like BAB and save progression. More of an NPC class, with the ability to Raise A Horde from 4th level onwards.
* Conspiracy Leader - average BAB, high Will save, requires the Leadership feat (which he gains bonuses to). Gains various features to help him run a conspiracy from Judge Loyalty (bonus to Sense Motive) to Cunning Plan (bonuses to those who follow a plan so cunning you could put a tail on it and call it a dire weasel).
* Demagogue - a nod to the title, the demagogue is a mob leader, inciting violence through charismatic fanaticism. There are rules for dictating how he can shift the beliefs of those he talks to towards his own position, and can magically change his followers to fanatics. Slow BAB, good Will save progression. Can qualify as early as 3rd level.
* Diplomat - must be 10th level or higher to attain this PrC. Low BAB, good Fort and Will save progression, this PrC gains a variety of features that enable him to mediate disputes peacefully through social interaction such as cultural adaptability, blunt hostility (negate aggression with a magical charm ability), and force concession (a mind-affecting ability).
* Discreet Companion - a new version of the PrC in Traps & Treachery. It is quite significantly changed - increased hit die, changed prerequisites (e.g. now requires ranks in Gather Information rather than the Skill Focus feat), standard BAB and save progression, and class features every level (losing a couple from the original and gaining a couple of new ones; notably the Art Of Seduction, which gives a bonus to seduction attempts).
* Information Mage - "Knowledge is power" is the guiding belief of this PrC, and their knowledge is gained through arcane magic. They have a slow BAB, but good Ref and Will save progressions and are particularly effective at scrying and other divinations, as well as progressing in their existing spellcasting class every level in terms of spells per day.
* Politician - designed to work best in a democracy, the politician gains class features that help him gain public support for his policies and push his policies into laws. Low BAB, high Will save progression.
* The Religious Leader - designed for a theocracy, this PrC has an average BAB, with high Fort and Will save progressions, as well as improving in their existing divine spellcasting class every level in terms of spells per day. Class features focus on divine gifts as the Religious Leader progresses such as gaining +2 to Wisdom or Charisma at 5th level, and the gift of Tongues (as per the spell, at will, as a free action) at 6th level.

The remainder of the chapter features advice to players (and indirectly to GMs) on making the most of their character class in a political campaign, as well as a few tips to players on clever tactics for a political campaign such as studying motivations, knowing when to lie, and compromising.

Chapter Five: Political Manoeuvres
This chapter compares politics with combat and sets out some rules systems for playing out political manoeuvring. Two alternatives are offered for debates:
* The Simple Debate uses opposed social skill checks (Bluff, Diplomacy, Intimidate, Perform), modified by the quality of an actual speech by the player if desired (and possible counter-arguments by hecklers - the other players).
* The Complex Debate uses abstract Debate rounds for the climax of a political adventure or other important debate. Characters roll for initiative, Political Defence (the equivalent of AC, 10 + average of social skills), Political Points (equivalent of hit points, Cha modifier + Con modifier), and the characters can take a variety of actions to diminish their opponents Political Points (equivalent of attacking, with modifiers for good roleplaying). A Will save can avoid Political Damage (increased DC for critical hits, which also disregard Political Defence). There is advice on ending and resolving the debate, along with experience awards. A variety of political manoeuvres are given, such as The Big Lie, Dazzling Rhetoric, Offer Compromise, and (amusingly) Tantrum. Each of these also provides a modifier to the political attack, dependent on the opponent's previous manoeuvre (for example, using Forceful Interrogation (Intimidation) after your opponent has tried False Authority (Bluff) gives you a +2 modifier).
The remainder of the chapter takes a detailed look at elections - deciding what the vote is about, convincing a small number of influential leaders as to which way to vote by shifting attitudes (a little like the demagogue's class ability) and the tactics for doing so (such as deception, negotiation, and threats), with larger numbers of voters deciding on factions and how to influence factions, and scoring the actual election itself.

Chapter Six: Adventures In Politics
This chapter is pretty GM-oriented, but can be used to show to players to give them some idea of what to expect if they're new to political adventuring. The first section of the chapter, entitled Starting Points, gives advice on building layers of complexity into the base premise behind a political adventure, and a focus for the adventure (such as a particular activity or skills set). The section 'Turning An Idea Into A Premise' looks at two possibilities for adventure design - normally, adventures follow the concept of something happening and the PCs must do something about it or something worse happens. In political adventures, this sort of idea is possible to use, but a more frequent one is that the PCs can do something to gain a certain benefit - this encourages PCs to advance towards their own goals, rather than reacting to a set scenario.

The chapter continues by giving advice on developing a political adventure idea by splitting it down to thesis (what the adventure seems to be about), the antithesis (an unexpected complication or plot twist), and synthesis (resolves the plot). Several examples are given in each section and one can see how each progresses through the three stages. Further information is given on developing plot hooks, twists, and choosing encounters and challenges to play to the different strengths and interests of all the players' characters. The chapter ends with some advice on narrative techniques such as a false ending, flashbacks, and deadlines.

Chapter Seven: Political Campaigns
This chapter offers more of an overview of political adventures, giving advice on setting challenges for the level of the PCs, a section on villains (power bases, goals, motivations, a special ability or advantage, and personality quirks), different campaign styles - the characters are aiming to get into power, or do great things (there is advice on planning and running these types of campaigns, along with examples of how the advice could be used to provide an actual campaign outline). The chapter ends with some suggestions for advanced campaign styles such as troupe play (a la Ars Magica where you have a few characters that can be played dependent on the style of adventure) or charting the course of political change in a nation with the PCs involved in different areas each adventure such as corruption, taxation, security, trade, and personal freedom. A 'map' shows different 'rooms' representing these different political areas and discusses how the PCs affecting one area can have consequences in another, along with some plot seeds for each one.

Appendix 1 gives a listing of terms for designing nations, leaders, and government positions. Appendix 2 gives a bibliography of plays, TV series, books, and films. Finally, there is a sectioned index showing separate page listings for different types of d20 rules (by feat, spell, PrC, etc.).

High Points
This product is packed to the brim with good advice for both GMs and players looking to experience political adventures or campaigns. In fact, its worth everyone in a group having a read of most of the sections before starting a political adventure or campaign for the first time, because it does take a change in mind-set to enter into the swing of political adventuring. For those who already have some experience in this genre, there is plenty of well-balanced crunchy rules material to expand your political campaigning - the rules for personality feats, complex debates, and election systems in particular. And the product provides all this information and advice in a very readable and engaging way.

Low Points
There tends to be a focus on more complex governmental systems than would be found in most standard fantasy campaigns. I would have liked to see more space given over to feudalism, kings and courts, and rulership, rather than democracy and elections. There just wasn't enough information on running a nation - from the blurb on the back of the book ("ruling the realm can be even more rewarding than saving it"), I certainly expected to get more of this kind of stuff, a la Birthright. In the fantasy races section, races other than elves and dwarves get a bit of a raw deal - I would have liked to see more on the core races instead of the section on orcs.

Conclusion
Overall, an excellent introduction and guide for those wanting to experience political adventuring and plenty of new and interesting rules for those who already enjoy the genre. Suitable for players and GMs, it can also add spice to a standard campaign, with great ideas for encouraging roleplaying (as opposed to rollplaying) or providing a different pace to standard adventuring as a once-off, though it is probably limited in use for those groups who play solely hack-and-slash and still not sufficient for those who want to run nations in a similar way to the 2nd Ed. Birthright campaign setting. There could have been a lot more to this volume and, due to its quality, its a shame there wasn't. However, overall Dynasties & Demagogues is a breath of fresh air and one of the most thought-provoking, helpful, and challenging d20 products for some time.
 

"I would have liked to see more space given over to feudalism, kings and courts, and rulership, rather than democracy and elections."

Oh, I gotta disagree with that. Feudalism is so overdone in fantasy, when in fact there were many other systems of government appropriate for Western-European flavored fantasy, and the variety helps keep things interesting.
 

"Feudalism is so overdone in fantasy, when in fact there were many other systems of government appropriate for Western-European flavored fantasy".

I agree that too many fantasy campaigns rely on feudal mediaeval Europe.

However, considering this is the first d20 product to really go in-depth about political campaigns, I felt it should have spent more time looking at political campaigns in a feudal society, precisely because it is the main type of government used in fantasy campaigns, yet not enough space is normally given over to dealing with the intricacies of the political aspect. It's just normally glossed over.

That's not to say the product should not have covered democracy and elections, but that I believe there should have been more focus on feudalistic campaigns precisely because feudalism _is_ so prevalent in roleplaying settings.
 

Hi all!

I totally agree with Psion here. Feudal structures are readily available in the typical fantasy rpg setting book AND the book does give it 6 pages worth of dedicated analysis and techniques for implementation.

Moreover, the mechanical system of "political debate" can be easily implemented as "arguing your case" to the feudal liege. The "individual voting" election system could be implemented in swaying the important individuals of a feudal court, while the "faction voting" system could be utilized for extended political maneuvers among a set of noble families, ala War of the Roses style coalition building.

All in all, the mechanics are extremely flexible in modeling diverse political structures. You just need to envision the situation and apply the most applicable mechanic.

In any case, good review! Thanks for reading.

---Olivia
 

merova

Thanks for your comments

I agree with Psion too, and I also agree with you! I guess I should have phrased my comment slightly better - what I feel is not that I would have liked to see information on feudalism replace that on democracy, but I would have liked to see more detailed rules systems for feudalism rather than just exploration of the feudal structure. I personally don't feel that the general feudal structures presented in many RPG settings are enough to make politics the central theme of an adventure or campaign.

I agree that most of the additional stuff can be applied to a feudal setting. What I would have liked to have seen more of is not _just_ voting systems and swaying 'voters' but a system for running a feudal political system - taxation and the reactions of the populace to taxation (and corruption), conspiracies against the king and how law and order affects rebellion, security policies - who wants to breach them, why and how, magical resources - how the king controls those who wield arcane and divine magic (and how they control the king), etc, etc - perhaps something like the concept of Birthright, if not the actual system used.

All this is hinted at and even explored to a certain extent in the Feudalism section, and some other areas. All I'm saying is that I would have liked to have seen more of this with some rules systems surrounding it - rules for running a kingdom (and the political obstacles that must be overcome in doing so), not just vying for power.
 

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