Knights, Glory, Honor, and Nobility. But How?

Black_Kaioshin

First Post
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?
 

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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?

Dragon Issue #299...September 2002 issue had some rules for knights. I believe a Magical Medieval Society is a good sourcebook for integrating magic into feudal society. Might want to start looking for these two sources on knights and feudal society.
 
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Black_Kaioshin said:
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?

Start with the NPC nobles and really think about their personalities and goals. Each of these people wants something, whether it's to have unrequited love finally realized or to kill the king and take the throne. No goal is too small or too great. Then "map" these NPCs: establish the major allegiances, friendships, animosities, jealousies, rivalries, partnerships, whatever. From this you can start to see how the nobles can manipulate each other or form secret alliances, each ally working to towards the same goal for different reasons. No one person (especially any of the PCs) should know everything that is going on between these nobles, though certain servants, bards, spies, etc., might know more than most. Keep a timeline for the various plots and make sure they move forward and change over time, even if the PCs never hear about them directly.

Once you have these plots set up, it's easy to insert the poor PCs into the mix to be used as pawns by various nobles. Many adventures might take place to accomplish a goal for a noble that will give him or her an edge against a rival or simply get the PCs out of the way while for a time. The PCs themselves might make enemies of other knights who are competing with them for honor, prestige, land, gold, magic, whatever.

I hope that's what you're looking for. Let us know what happens regardless.
 

Actually, subtlety and deviousness are far simpler than people might think. Remember the following principles of the Sneaky Courtier:


Violence that can be traced back to you is bad.
Reputation is everything--appearing good is more important than being good.
Only step on those who you think you can get away with stepping on.
Good people with more power than you usually require this silly thing called "evidence" before they will take you down.
Evil people who are more powerful than you are to be cultivated but never trusted.
It is better to have a good-hearted and incompetent monarch than any sort of competent monarch, but the worst sort of monarch is black-hearted and incompetent--unless you can control him with your own brilliant plans.


Of course, the PCs probably know nothing of the above, but that's how the courtiers will behave.

Appearance is everything.
 

If you'd like, look in Unearthed Arcana for the Variant rules on honor. I think that rule would run well in that type of campaign.
 

If you haven't yet, read George RR Martin's A Song of Ice and Fire novels. Complex and subtle social intrigue? These books have it in spades.
 


And eat Ham and Jam and Spam a lot!

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.

You've got princesses in remote towers, the (Your Relic Here) catured by the (Your Favorite Infidel Here) in the stronghold of such-and-so, and there's always a dragon in a cave somewhere needing slain...

But here is my real problem. I have no idea how to run a campaign that is filled with social intrigue amount the nobility.

Your campaign set-up can already start you off:

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.

Part of knighthood is swearing fealty-- usually to some noble higher up on the social scale than you. If it's the knight who gave you your spurs, so much the better (only a knight can make a knight, but it doesn't HAVE to be the king)...
So when the King eventually offers to accept your fealty, can you still remain loyal to the first guy? Suppose he granted you a fief? Married you to his daughter? What do you do if lord whosis decides to rebel and calls on you as his trusty companion? &c &c... This actually comes up in history on occasion-- and what a fun way to test honor and alignment...

If you're up for a read, Barbara Tuchman's A Distant Mirror deals with the life story of a knight of France during the fourteenth century-- what with the Black Death and the Hundred Years' War and all the other fun stuff...
 

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. :]
 

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