Black_Kaioshin said:
I'm on the verge of starting a new campaign. Its theme are Knights. You know, jousts, political intrigue, noble quests, etc. My players seem to be psyched about it. My only problem is how do I have the focus on these things, yet still have some of the common D&D elements in it, dungeons for instance. I want the Pc's to eventually become knights of the royal court. The first adventure is set up as follows: There is a beast rampaging through the countryside. The PC will be hired to slay the beast. Their reward shall be a knighthood.
Now, so far so good. But I want them to be able to continue adventuring from time to time. But here is my real problem. I have no idea how to run a campaign that is filled with social intrigue amount the nobility. I'm not a subtle or devious DM. I'm ruthless, but not every devious. How does one develope the complex and subtle intrigue of the court?
Knighthood can mean nearly anything. Look at all the celebrities in our world who have been knighted. Their movie and singing careers did not exactly tank. Knighthood would mean a little more respect, placing them above commoners, and some responsibilities, like answering the kings call. If they were subjects of hs to begin with, they would already be obligated to him, so little should change, at first.
As the PCs gain a reputation both in and out of court, they will be seen as potential allies, say to a puppet king who realizes he is a puppet, and seeks to change things, or as tools for scheming nobles.
As far as "standard" adventuring, there should be little problem. Want a dungeon delve? Have the princess kidnapped, on her wedding niught no less, and taken to a dark castle, ala Dragon's Lair. A mad Druid could hold the kingdom's crops hostage, a Wizard could cause the whole court to fall asleep, or they could be sent on nearly any quest imaginable. Instead of finding rumors at an inn, they have orders from a patron.
Also a great way of having recurring villians. Send the PCs on a mission to find a cure for a poisoned king. The only way to save him is to find a sample of the rare plant which was used to poison him in the first place. Cut/paste any adventure you like. Then, the hopefully sucessful party returns, brews the cure, and gives it to the king. The only problem is the king was never in any danger, his poisoning was a sham. The oh so helpful grand vizier that sent the PCs out on the quest now has the plant himself, to grow and save for a later time, or has caused the PCs to poison the king for him, leaving him with the perfect alabi. Even if they uncover the plot, they cannot accuse the vizier. The best they may be able to do is try to destroy the plant, which would earn them a geat enemy, and fodder for more intrigue.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)