How do you handle politics, intrigue and socializing in your TABLETOP games?

PrometheanVigil

First Post
How do you handle politics, intrigue and socializing in your TABLETOP games?

That's both roleplaying-wise and mechanically. Please be as concise as possible in your responses and include the system/game you primarily use as well.

Regarding politics, this includes the lowest to the highest levels. Intrigue includes inter-party, extra-party and so on. And socializing? From scumming in bars/taverns to gracing the regent's ball, hangin' out wicho' boys or even insider networking at industry after-parties.

Thank you in advance for all your responses.
 

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Ratskinner

Adventurer
It varies quite a bit between games and editions.

Currently, I'm playing in an OSR-type game. There, most such activity is confined to between-fight color and a few rolls here and there (often on tables.) Intrigue is basically non-existent. When I ran 2e back in the day, I generally free-formed it.

When I was running and playing 3e, and most other post-1990 games, such things tend to be handled by free-form narration punctuated by relevant skill (or other trait) rolls if/when a critical juncture is reached.

In FATE, and other "modern" or "narrative" games, the mechanics already have detailed resolution procedures and I mostly follow them.

I hope that helps you out.
 

sabrinathecat

Explorer
Mostly in story mode.
As for the PCs getting involved, I let them have bluff and diplomacy rolls, and base the modifier on the person they are talking to and what they are saying to him/her. I sometimes allow insight rolls. That's the 4E rules
The PCs are not normally career politicians, but they are very experienced, frequently from the school of "Pain is My Teacher". The Politicians spend their careers making deals, lying, figuring out what the other person really wants, figuring out the other person's lies, bluff, double-bluff, manipulating others into doing their bidding, and so forth. In this regard, the PCs are likely amateurs playing in the adult's playground. For an excellent showcase on politics, check out the House of Cards miniseries (the british one, NOT the Netflix version)

Socializing is normally just story and some RP, but very little mechanics unless the players want to do something more outlandish than normal to break the rules.

WEG StarWars is simply a matter of an opposed skill roll (Con vs Perception or Knowledge).
 

1upus

First Post
The best game we ever had which pretty much revolved around socialising, intrigue ad politics was 7th Sea.

GM was fantastic. Most of the social stuff was free form, interspersed with occasional rolls of the relevant social skills to see how effectively the cHaracter pulled off his lie, bluff, seduction, etc
 

Evenglare

Adventurer
System. Any 3.x derived game. Normally we talk in character. As soon as a character decides to say something I (as a GM) know is incorrect, I make them roll a bluff check or diplomacy. Depending on the situation. Sometimes they will roll bluff, or intimidate or what ever before I initiate the roll. It depends on if they are proactive , or reacting towards my questioning. This usually occurs only with high ranking NPCs, not usually bartenders and the like... although if they are trying to gather information a roll is required.
 

Loonook

First Post
I put down a list of all of our main NPCs, factions, nations, etc when an individual interacts with them. The spreadsheet lets me keep track of the positive and negatives each PC or their retainers make, and measure them on a scale from -100 to +100. We do city sessions with a meal, talking, drinking, revelry, fun stuff.

It's been six years of using the system, with no one catching on to why the changes occur, but it lets me keep track of the overall habits of the group.

Slainte,

-Loonook.
 

Dioltach

Legend
Sadly, my players tend to handle politics, intrigue and socialising the same way as they handle everything else: BAB and Fireballs.
 

Cor Azer

First Post
I've been fairly exclusive to GR's A Song of Ice and Fire RPG the last several years, and it has solid mechanic for intrigues in the shadows, and houses/kingdoms to add dozens of factions in varying alliances.
 

Ketherian

Explorer
It depends on the players and what they want.

If they don't want to deal with politics directly, an NPC steps forth as a benefactor/protector and they strike a deal. There are usually several NPCs to choose from to fill this position, all with their own motivators and desires. If they want to deal with politics, I typically still recommend a "guide" of sorts at lower levels; someone who will protect them until they get the hang of it.

Intrigue is a must. I play it straight up with NPCs appearing sincere and some are even honest; helping the players who miss something by letting them use the appropriate game mechanic as I deem it necessary (In HarnMaster - memory checks, oratory and rhetoric skill checks, and the like). So, if a player asks me straight out if the NPC in question is lying, I roll against their character's stat or skill (as appropriate) and answer accordingly. If they're confused or conflicted, I suggest (as a GM) that they seek out the advice of those they trust.

As a GM I always try to approach every scene to help the party. My NPCs might be out to screw them out of everything they own, but I never am.

Socializing is also a must. I've tried running games where the party had little or no ties to the community, and I didn't like any of them. So I ask the players to assure their characters have favorites, dependents, family, etc. People they can trust, people they can rely on, and people that they love. By tying the party to a place and a group of disparate people, it keeps everyone honest.

The mechanic for socializing with strangers is a bit odd in Harn, but done behind a screen by a GM. It's similar to the mechanic for hirelings in that it results in a "loyalty" score. The more loyal an NPC, the less likely they will betray you.

And since I'm out to help the party, it's pretty rare my NPCs mess with the party's families. BTW - the party's families are rarely helpless minions themselves, and have their own benefactors and protectors as well as enemies and allies. So, we're back to politics again. :D
 

howandwhy99

Adventurer
Between Players we handle politicking and intrigue as any game handles Diplomacy. Players set contracts, break contracts, trust each other, stab each other in the back and so forth.

With the NPCs, well they are part of the campaign world, so they are created beforehand. Basically the clerical system determines almost all intelligent creature behavior. I have a knowledge map with appropriate individual differences as well as predetermined behavioral rules. Both of these are generated during creation of the setting and are dynamic during play with further changes generated during session prep. Exploring NPCs is then done by players through interaction with them just like exploring any map behind the screen.
 

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