D&D 5E Running an Intrigue Game in 5th

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So my games always have a good intrigue flavor in them. So a discussion on Intrigue games in 5th edition would be nice.

One thing I found to be a great aid in adding Intrigue to a game is Backgrounds. By having some skills not tried to class and having a easy way to get a bonus language, even the intrigue challenge classes can have some decent numbers in rolling.

But there are different amount of usefulness of classes, races, and primary ability scores in intrigue games in 5th. Bards and Rogues can easily start with proficiency in Deception, Insight, Intimidation and Persuasion. And get expertise in 2 of them early. Plus magic. This can set them up for the face aspect of intrigue easily. Most classes just get 1 or 2 of these skills and are lucky if their race or prime ability matches. Though with the bonuses being so low, it isn't always too bad.

Splitting the Party is a great way to get everyone involved. The mechanics also make it feel less like a purposeful wrench thrown by the DM. In my last game, I let the party attempt to gather patron for their quest and sow doubt in the goals of others who would bog down the money stream. But they had to split up to cover more ground and secure patrons before they are tapped out.

In the past, this little game of "snag the patrons" fell into two strategies that no one seemed to like because some classes were no good at intrigue but the players wanted to run characters of that sort. Either they sent the "weak links" to the patrons they didn't care about.

"Sir Ogden, you can handle the bakers. If you don't secure the food, we'll just eat berries or something."

Or the violence method of just killing or hurting the right people. Unfortunately, this is tricky as it can lead to the desired amount of violence to escalate more the the group desired as the DM slowly becomes GRRDM. For chivalrous knights, courtly nobles, and ambassadors of barbarian tribes to "Face-axes or Horses." repeatedly.

5th edition is betting good however. A fighter, barbarian, or other combat type can easily stick a a 14 in a mental score and snag a pair of mental without destroying their combat prowess. A +4 to a check isn't bad at low levels. It'll be lower that a rogue with expetise, a spellcaster with an 18, or bards but it isn't bad. Plus archetypes can make the ability scores with are big in intrigue but not a character's primary better. A fighter can get something out of Insentience or Charisma from eldricth knight or battlemaster.

As for bards. They're really good in intrigue in 5th edition. A DM either has to make sure the bard player tones down, spread out the skill and language usage or just tone down the intrigue in the campaign. The bard player was giving the verbal and magical diplomatic beatdown on those poor NPCs as his allies stood around in amazement. Luckily I split the party up enough so they could all have turns at meaningful tongue lashing.

So what are your thoughts on running intrigue in 5th edition.
 

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One of my favorite past edition campaigns revolved around courtly intrigue, so I can easily say that I have an interest in how well 5e handles it.

For the most part, an intrigue campaign revolves around the roleplaying much more than the combat, assuming combat is present at all outside of the occasional duel. Generally, this means that the most prominent mechanics in such campaigns are social oriented mechanics and information mechanics.

Social oriented mechanics consist largely of skills and certain enchantment spells. By tying skills to backgrounds, 5e already has a leg up compared to some of the other D&D editions. The spells that influence others, like charm spells, are still going to be quite helpful (though 5e does add the wrinkle of the target often knowing it was charmed afterward, which adds greater interest after-the-fact).

One of the biggest problems that remains in 5e is the information spells. A detect spell will easily reveal that the senator's new mistress is a succubus, or that the charming bard the prince has become enthralled with is actually an incubus. Controlling access to certain information spells, or ensuring that countermeasures are almost always present, is still something a DM must be concerned with in 5e.
 

One of the biggest problems that remains in 5e is the information spells. A detect spell will easily reveal that the senator's new mistress is a succubus, or that the charming bard the prince has become enthralled with is actually an incubus. Controlling access to certain information spells, or ensuring that countermeasures are almost always present, is still something a DM must be concerned with in 5e.

Knowing that it may well be trivial for the PCs to figure out that the succubus or incubus is present, and knowing that the succubus or incubus itself will possibly expect this and plan for it, what does that lead to?

It may just be the beginning of the dance as they seek to figure out who the demon is there on behalf of and why, all the while trying to avoid letting on that they know something is up. Alternatively, what if they blow the whistle only to find that the senator or prince is aware that they're entertaining a demon and they attempt to cover it up? If the PCs tip their hand too soon they could find themselves up against an established and connected political player making life difficult for them, not to mention the demonic involvement in the situation.

That's not to say the senator, prince, or demon wouldn't have some precautions or countermeasures in place, but if the abilities of the PCs are always countered players are going to get frustrated with it. They also need to get some pay off for using their abilities, even if that leads to more questions and decisions that may not be as straightforward to resolve.
 

Knowing that it may well be trivial for the PCs to figure out that the succubus or incubus is present, and knowing that the succubus or incubus itself will possibly expect this and plan for it, what does that lead to?

It may just be the beginning of the dance as they seek to figure out who the demon is there on behalf of and why, all the while trying to avoid letting on that they know something is up. Alternatively, what if they blow the whistle only to find that the senator or prince is aware that they're entertaining a demon and they attempt to cover it up? If the PCs tip their hand too soon they could find themselves up against an established and connected political player making life difficult for them, not to mention the demonic involvement in the situation.

That's not to say the senator, prince, or demon wouldn't have some precautions or countermeasures in place, but if the abilities of the PCs are always countered players are going to get frustrated with it. They also need to get some pay off for using their abilities, even if that leads to more questions and decisions that may not be as straightforward to resolve.

When you're talking about an entire campaign that is focused around intrigue, you're definitely right. However, I think most of the DMs who introduce intrigue do so more in the format of an adventure than a campaign. When you have PCs that have been going about their business more like typical adventurers (i.e. murder hobos) and then drop in an intrigue adventure, you generally have to engage in the "magic arms race" because the PCs can usually just move on if slaying the demon makes enemies for them.

Personally, I'm not a fan of the "magical arms race," so I simply remove detection and scrying spells in my campaigns (I also remove teleportation, because I see no point in it when the game is about adventure and exploration, but that usually has more impact on a more traditional type of campaign). Instead, if you want to find out if someone is a demon you slip a few drops of holy water in their drink, or you toss some blessed incense on the fire, and watch for signs of a negative reaction.
 

If you're actually running the game and don't mind what race/class joins in, I have a Zombie character that could perhaps add in some flavor. I used the DMG to build him, since the Zombie is listed as a potentially viable character option. I'm dying to play him and his inability to speak could make for a lot of interesting situations. The looming threat of corrupt clerics could keep him in check as well, seeing as Zombies don't have to be mindless, but will face social stigmas.

The only problem is that I'm not available during most of the hours of the day (In my time zone), so we'd have to work that out.
 

Personally, I'm not a fan of the "magical arms race," so I simply remove detection and scrying spells in my campaigns (I also remove teleportation, because I see no point in it when the game is about adventure and exploration, but that usually has more impact on a more traditional type of campaign). Instead, if you want to find out if someone is a demon you slip a few drops of holy water in their drink, or you toss some blessed incense on the fire, and watch for signs of a negative reaction.

That last sentence sounds pretty cool. I'm also a fan of running a lower magic game from time to time - nice change of pace and style.
 

Knowing that it may well be trivial for the PCs to figure out that the succubus or incubus is present, and knowing that the succubus or incubus itself will possibly expect this and plan for it, what does that lead to?

It may just be the beginning of the dance as they seek to figure out who the demon is there on behalf of and why, all the while trying to avoid letting on that they know something is up. Alternatively, what if they blow the whistle only to find that the senator or prince is aware that they're entertaining a demon and they attempt to cover it up? If the PCs tip their hand too soon they could find themselves up against an established and connected political player making life difficult for them, not to mention the demonic involvement in the situation.

That's not to say the senator, prince, or demon wouldn't have some precautions or countermeasures in place, but if the abilities of the PCs are always countered players are going to get frustrated with it. They also need to get some pay off for using their abilities, even if that leads to more questions and decisions that may not be as straightforward to resolve.

Imagine an elegant ball where one third of the guests are fiends, fey, celestials, and undead in disguise, one third of the guests are mortals know know this, and the last third who don't.

To me, the key is believability of countermeasures. If you run into a mindblanked or uncharmable ambassador, you know he is used to it and might have some dangerous friends. The head of the King's Elite rangers might have nondetection on him 24/7 while in the capital and his presence mean you have to be very careful that he is not hiding someplace. In a high magic setting, apprentice mages might make money spamming low level divination and abjurations before meeting.

PCs in my game are careful to have discussions in areas they've swept for bugs or speaking in code/cant.
 

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