D&D General Introducing political intrigue in D&D is NOT hard

There's a bit of topic drift going on here. Politics affecting the PC's (even if they're not invested in the politics) are not the same thing as political intrigue the PC's are getting directly involved in.
The PCs, unless they are dungeon hermits, are (theoretically) affected by a lot of things which can be linked to political intrigue. From war to taxes to the quests they get.
And intrigue can also serve as an interesting background and flavor for the setting, even when the PCs are not participating directly. Don't tell me you can't create dozens of adventure hooks for an event similar to Polish royal election with thousands of participants.
 
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I was inspired by Yojimbo for a module I wrote for my players a few years ago. There is a city that has an elite faction whose membership is somewhat secret. This group is made up of wealthy influential people who collect knowledge and powerful items. They move things from behind the scenes. Also, in the city is a hidden group of vampires in which the first group formed a truce. As long as the vampires stay hidden and control their feeding, they are free to exist among the city's population. When the players enter town, the truce is on shaky ground as bodies have started to be discovered at dawn the last few days.

Players need information and items for their purposes to move on in their own quest. So, its up to them to either join one side, or the other, to solve the mystery and get what they need. They can of course, play the two off each other or try and take on both of them at once. A lot of options but a lot of fun too!
 

It really depends on the "power level" of the setting, if the PCs get to a point where they're way stronger than the local government, then, yeah, they might as well just kill everyone who's antagonistic to them. It's about what you'd expect would happen in a world full of superpowered people, really.

If it's a very strong setting overall, something like the Forgotten Realms with several archmages, high-level martials, maybe a few demigods just sitting around in the city, then they can't go too crazy even at high-levels. But in a very high-magic setting you really gotta figure out how they deal with all those things that'd make politics hell, like illusions, mind control, memory changing, shapechangers, resurrection, scrying, wildshape, invoking the power of the gods, etc.

To make the PCs care for what's happening, maybe give them a patron who's involved with all the stuff happening, someone influential that can give them shelter and boons. They get to like this person who's helping them so much, and in return they can be asked to do tasks related to whatever political machinations are happening. Said person can also persuade them against going postal on their enemies, "change the system from within" and all that.
 

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