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How to make D&D more political?
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<blockquote data-quote="Rich Baker" data-source="post: 6134066" data-attributes="member: 6746624"><p>I would suggest trying something limited in scope to begin with: A political adventure, rather than a political campaign. It's not too intimidating if you take it in small bites.</p><p></p><p>First, present a "prize"--something that various factions are vying for in the immediate future. For example: The old Warden of the North has died in battle, and several powerful lords are maneuvering for this prestigious office. Or maybe it's time for the Council of Lords to elect a new High Counselor, and factions are forming in support of various candidates. Creating one specific event in the immediate future that needs to be resolved politically will let you keep your adventure moving toward a resolution instead of wandering around in perpetual one-upsmanship. </p><p></p><p>Second, it's OK if it's only 2 or 3 factions. Two factions trying to persuade various neutral parties to back their cause makes for plenty of politicking.</p><p></p><p>Next, identify several potential "swing votes" or key supporters who can be tilted to one side or the other, and identify what exactly can move them. This is where a party of D&D adventurers can make a difference. Can Lord Tilsworth be turned if someone steals evidence of his support for smugglers and threatens to expose him? Is someone on the other side planning to assassinate Duke Niles in a "hunting accident" unless the PCs can protect him? Can Lady Reisa's support be bought? And so on.</p><p></p><p>Anyway, keep it simple, and keep plenty of opportunity for "normal" D&D action mixed up in your politics and intrigues. See how it goes!</p><p></p><p></p><p>Rich Baker</p></blockquote><p></p>
[QUOTE="Rich Baker, post: 6134066, member: 6746624"] I would suggest trying something limited in scope to begin with: A political adventure, rather than a political campaign. It's not too intimidating if you take it in small bites. First, present a "prize"--something that various factions are vying for in the immediate future. For example: The old Warden of the North has died in battle, and several powerful lords are maneuvering for this prestigious office. Or maybe it's time for the Council of Lords to elect a new High Counselor, and factions are forming in support of various candidates. Creating one specific event in the immediate future that needs to be resolved politically will let you keep your adventure moving toward a resolution instead of wandering around in perpetual one-upsmanship. Second, it's OK if it's only 2 or 3 factions. Two factions trying to persuade various neutral parties to back their cause makes for plenty of politicking. Next, identify several potential "swing votes" or key supporters who can be tilted to one side or the other, and identify what exactly can move them. This is where a party of D&D adventurers can make a difference. Can Lord Tilsworth be turned if someone steals evidence of his support for smugglers and threatens to expose him? Is someone on the other side planning to assassinate Duke Niles in a "hunting accident" unless the PCs can protect him? Can Lady Reisa's support be bought? And so on. Anyway, keep it simple, and keep plenty of opportunity for "normal" D&D action mixed up in your politics and intrigues. See how it goes! Rich Baker [/QUOTE]
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How to make D&D more political?
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