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lease help with ideas for a political setting
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<blockquote data-quote="gizmo33" data-source="post: 2206933" data-attributes="member: 30001"><p>IMO even dictators have to pander to certain groups that hold power within their realm. Your PCs might have answer to guilds, nobility, temples, or even the general population if they choose not to get involved in certain international events. Following Stormborn's advice, if the ambition and pride of your PCs is not enough, perhaps that of their constituents is. </p><p></p><p>STARP_President's ideas are cool - the only thing I would add there is that lies are hard in a fantasy game with detect lie, alignment detection, etc. johndaw16's religious schism idea might fall in the same category - you'd have to work out why Commune spells and the like hadn't settled differences in dogma. It probably takes a little work (or perhaps some new house rules) to get these kind of deceptions to work against 12th level characters.</p><p> </p><p>Following on some ideas already presented here - perhaps consider the role that "multi-national" organizations play. Perhaps a certain cult or guild will withdraw it's support of one kingdom depending on it's actions. Perhaps there is a pope-like figure or group in your world that all sides would appeal to for aid. These are other ideas to create intrigue. Though I second the notion that knowing more about your kingdoms would help both you and us to flesh this stuff out.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2206933, member: 30001"] IMO even dictators have to pander to certain groups that hold power within their realm. Your PCs might have answer to guilds, nobility, temples, or even the general population if they choose not to get involved in certain international events. Following Stormborn's advice, if the ambition and pride of your PCs is not enough, perhaps that of their constituents is. STARP_President's ideas are cool - the only thing I would add there is that lies are hard in a fantasy game with detect lie, alignment detection, etc. johndaw16's religious schism idea might fall in the same category - you'd have to work out why Commune spells and the like hadn't settled differences in dogma. It probably takes a little work (or perhaps some new house rules) to get these kind of deceptions to work against 12th level characters. Following on some ideas already presented here - perhaps consider the role that "multi-national" organizations play. Perhaps a certain cult or guild will withdraw it's support of one kingdom depending on it's actions. Perhaps there is a pope-like figure or group in your world that all sides would appeal to for aid. These are other ideas to create intrigue. Though I second the notion that knowing more about your kingdoms would help both you and us to flesh this stuff out. [/QUOTE]
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