Whizbang Dustyboots
Gnometown Hero
I found this blog post to be really compelling and a great argument as to why RPG settings shouldn't include hereditary monarchies or empires.
And if the players don't want to get involved in all of this? No harm, no foul, games can run as they are right now. But the option is now on the table, where it wouldn't have been previously.
I normally shy away from anything that might resemble the real world (ugh, gross) too much in my fantasy games, but this actually has me thinking about the possibilities of ripped-from-the-headlines elements possibly showing up in a fantasy world, although obscured under rubber foreheads and such.
Shifting the government from, effectively, an almost-unchangeable background element to something that motivated player characters (or NPCs) can influence is great, especially since, as noted, you can have monarchs chosen by lords, etc., and still have most of the trappings of traditional fantasy RPGs while still including dials and knobs for the players to get involved with.Prismatic Wasteland said:What is not often a consideration when adding this type of setting detail is what system of government is most gameable. To clarify this question, I mean which system of government (1) gives the players readily obtainable information about who is in charge in the setting, (2) allows the players leeway in impacting who is in charge in the setting, and (3) makes it important to the setting who is in charge. If who is pulling the strings is a complete mystery (e.g., if the city is ruled by a council of anonymous masked lords whose identities are actually secret [so not like Waterdeep where IYKYK]), it doesn’t really matter who is in charge. If players have no ability to change who is in power (e.g., the invincible overlord is actually invincible no matter how much power the players accumulate), it doesn’t really matter who is in charge. If whoever is in charge isn’t really in charge (e.g., there is a monarch, but their role is largely ceremonial and everything is actually controlled at an extreme local level by random minor nobles of little importance who don’t give a rat’s arse what the monarch has to say), it doesn’t really matter who is in charge. This is just applying the Information Choice Impact doctrine to forms of government to see which promotes player agency, which in turn makes for the most engaging gameplay.
You should include democracy in your games for the sole reason of gameability. While any form of government can possibly meet this criteria (a monarch with open rivals that the players could ally with or against if they choose would be a classic), a government that is a democracy is almost certain to hit the mark. A democracy, as defined by noted government-knower Gary Gygax, is “Government by the people, i.e. the established body of citizens, whether direct or through elected representatives.” This definition elides a lot of the trickier questions about what is and is not a democracy that I’ll leave to the political mad scientists.
Under this definition, even a monarchy can be a democracy if every time a monarch dies all of the minor nobility (in this case, the established body of citizens) get together and vote on which of them will be the new monarch. If your setting has a democracy, the players know who is in charge (the relevant electorate), the players can more easily influence the outcome of who is in charge (more on this in the next sentence), and who is in charge presumably matters. If the electorate is massive, say in the hundreds of millions, it is difficult for the players to impact the government, so smaller scale democracies are ideal from a gaming perspective.
The player characters can then go about influencing the outcome of the elections either through legitimate means (campaigning [not the typical kind adventurers do] and attempting to persuade the electorate) or the more fun underhanding methods (bribes, blackmail, threats, misinformation). There is so much on the table when there is an election happening in your fantasy setting that isn’t typically the case with a mostly stable monarchy. A democracy is essentially a perpetually unstable monarchy and from the perspective of the players, that is a good thing. The monarch probably isn’t going to die every couple of years, try as they might.
And if the players don't want to get involved in all of this? No harm, no foul, games can run as they are right now. But the option is now on the table, where it wouldn't have been previously.
I normally shy away from anything that might resemble the real world (ugh, gross) too much in my fantasy games, but this actually has me thinking about the possibilities of ripped-from-the-headlines elements possibly showing up in a fantasy world, although obscured under rubber foreheads and such.