Playing the political game
A change of pace for AD&D® game adventuring
by Mike Beeman


 
- Setting Plot Characterization -
Example 1 - - - Example 2
- - Types of Political Adventures - -
Military Economic Commercial Internal Security Revolt
Dragon #90 1st Edition AD&D - Politics Dragon magazine

Petty politics in an AD&D® game?
Who needs it?

You do, that's who. Believe it or not,
almost everything a party does in the typical
campaign has political ramifications, ranging
from boosting the economy of the local
village by pouring gold into it to destroying
a region?s political stability by assassinating
its ruler. Most of the time, characters can
blissfully ignore the havoc they wreak simply
by moving on to bigger and better
things. There will come a day, however,
when they will achieve a station in life
where they must deal directly with these
petty political issues. Then (if not sooner)
they will discover the rich potential and
virtually limitless possibilities of political
adventuring.

Several characteristics distinguish the
political adventure from the more conventional
dungeon or wilderness adventures.
The political adventure involves a political
crisis, such as the uncovering of a traitor in
the king?s court or the settlement of a border
dispute with a neighboring ruler. There
are generally no damsels to rescue nor evil
temples to destroy, although political undertakings
often serve as lead-ins to such adventures.
Armed conflict in political
adventuring usually involves large military
forces rather than small parties, and most
political ventures work best when only a few
player characters are involved -- two or
three, for instance, instead of a half-dozen
or more.

PCs may choose, or be
compelled, to leave the gladiatorial arena in
favor of the political arena for three principal
reasons. First, politics is a natural part
of game circumstances. Service to king and
country may involve going on diplomatic
missions; or, if a character is of noble birth,
his family may require him to discharge
various menial ? but potentially hazardous
? political functions. Any time a player
character obtains and develops territory he
becomes a politician: he must rule his fiefdom
and deal, either diplomatically or on
the battlefield, with the petty nobles whose
land surrounds his. If the character?s fiefdom
is arable, won?t others be interested in
acquiring it? If it is not, then how will he
support the local population? Has the character
inadvertently developed land that was
already claimed by someone else? Will
neighboring nobility allow trade routes to
the character?s land to remain open and
safe? How much tribute must the character
pay, to whom, and how will he raise the
funds? There can be innumerable problems
to solve, all of which arise quite naturally
from the simple act of developing land.

2nd, close involvement with the political
structure that the DM has set up in the
campaign world adds depth and reality to
the campaign. Adventurers are usually
concerned with saving their own skins. How
would they deal with being responsible for
the well-being of an entire village or town?
Responsibility, as they will soon see, involves
maturation. Characters (and their
players) will soon learn the value of discretion
and how to judge the implications of
their own actions. In short, they?ll have to
grow up a little to be successful. In doing
so, they will come to see things from a
different perspective. The world will no
longer be a great playground existing solely
for their self-centered pursuits, but a real
place where people must answer for their
actions.

Finally, political adventuring is different
? a change of pace. Variety is not the spice
of life in the AD&D game world, it's the
meat and potatoes. Politics is something out
of the ordinary for many fantasy games, but
still relevant enough to game life to make it
great fun. It gives both the DM and the
players an opportunity to explore facets of
their talents that are left untapped by normal
dungeon adventuring. Yet, this is not to
say that political adventuring lacks the
excitement and danger of swords-and-sorcery
adventuring. In a long-running and
well-structured campaign, most prominent
NPCs will have attained fairly high levels in
their respective classes, so political conflict
between them and player characters often
degenerates into armed and/or magical
conflict. But often, political conflict can be
resolved without immediately going for the
sword or the spell book; the emphasis is on
tact and persuasive ability rather than on
raw firepower.

Preparing a political adventure is not
unlike designing a dungeon, except that
political adventures rely more heavily on
setting, plot, and characterization than on
action. Before discussing possible plot lines,
it is necessary to understand what role each
of these three elements plays in the individual
adventure.

Setting:

There are only 2 basic settings,
the 1st of which is the territory developed
by a PC. Nothing
involves characters more deeply than a
threat to home and hearth, and placing the
adventure at home has the distinct advantage
of utilizing a previously developed
setting. You already know the area's geography,
its population, its industry, and its
commercial interests. With all of this going
for you, the plot will almost develop itself.

There are countless chinks you can toss
into the character's feudal machinery, but
be wary of overdoing it. If an area is in too
much turmoil, neither the character nor the
people he rules will want to live there. Players
quickly tire of having their characters
forced to find and hire more mercenaries to
replace the ones slaughtered in the last
attack, and even the hardiest souls will
consider retiring from the landowning
business after the fifth or sixth peasant
revolt. Use discretion and common sense in
putting obstacles in the characters? way,
especially when some character?s homeland
is at stake.

The 2nd kind of setting is all or part of
the territory outside the character's (or
partys) homeland -- the great, wide world.
This vast territory is considered a single
category because designing political adventures
in the "outside world" is different
from a political adventure that takes place
"at home." Characters may not have a
great personal concern for the goings-on in
the rest of the world (although these happenings
could eventually affect their homes,
too), but high-level adventurers of some
renown could well be enlisted by a noble or
high-ranking official to perform some sort of
political mission.

The difficulties in creating an "outside
world" setting are numerous, but need not
be any more troublesome than devising an
imaginative, cohesive dungeon-based adventure.
Your first task is to come up with a
plot; the mechanics of doing this are discussed
in the next section of this article. For
example, suppose that an assassin is known
to be operating in some noble?s court. The
characters are enlisted to find him out and
foil his plans; they may know who his intended
target is, and roughly when he will
strike, but not how the deed will be done.
The noble?s castle and surrounding territory
must be designed and defined, and the
courtiers and nobles created, with many of
them having some potentially incriminating
aspect to their personal histories. All the
essentials of a ?whodunit? story should be
part of the setting, with the player character(
s) serving as both the hero of the story
and the detective who comes up with the
solution. The setting for such an adventure
is not ready-made, as it is when the adventure
takes place in the characters? own
territory, but must be crafted to fit the plot.

Plot: In the simplest terms, the plot of an
adventure is the task assigned to the character(
s) and the basic circumstances that
brought about the need for the task to be
performed: Country A wants to attack
Country B, and the adventuring party is
charged with trying to prevent the war. The
reasons why one country wants to attack the
other need not, and perhaps should not, be
readily apparent. The geographic setting of
the adventure, and the personalities <(traits)> of the
NPCs that the adventuring party will encounter,
will hold the key to finding out
those reasons, but it is the party's job to sift
through the information and come up with
the answers -- and then use diplomacy and
political skill to resolve the problem.

e.g., the ruler of Country A may
profess revenge as his motive for wanting to
attack, but he mayreally have his eye on
the rich farmlands of Country B that lie just
over the border. You can't hand out this
information on a silver platter, but at the
same time neither can you strictly dictate
the action the way a writer plots out a story.
The adventuring characters all have minds
of their own and will exercise them in
different ways. It's necessary to build a plot
in which several different routes of inquiry
will all lead to the correct answer; clues
should lead to other clues, until finally all
the pieces of information taken together add
up to the solution. The essential ingredient
of a good political plot is mystery. Without <link to article(s) about mystery>
it, the adventure becomes dull and routine.

Characterization: This is perhaps the
most important element in a political adventure.
It is through the people they deal
with that the characters are drawn deeper
and deeper into the plot, so your NPCs
must be carefully detailed. You should know
before they are encountered what they look
like, sound like, and act like, and you
should know what each NPC knows about
the situation in question. What motivates
each of them, and how do those motivations
affect their actions? For instance, Prince
Maldichon may know nothing about his
father?s plans to attack Country B, but his
own plot to usurp his father's throne may
cause the prince to act in strange and mysterious
ways.

How much will an NPC be willing to
say? How much coercion is necessary to
make him say more? NPCs should not be
too close-mouthed, or the characters will
never get anywhere; but they shouldn?t be
blabbermouths or stool pigeons, either. The
most realistic and challenging NPCs are
those that are played by the Dungeon Master
just as if they were player characters
themselves, with their own distinctive feelings
and ambitions.
 

If you fuse the elements of setting, plot,
and characterization well, the political
adventure will be both entertaining and
challenging to the players. Following are
two examples of how these elements can be
woven together effectively.

Example 1: This adventure is set in a
player character's home territory, that of
Lord Valdis von Wodinskirk of Karmagia.
Karmagia was a small fiefdom (located in
hex H4-103 on the map of the WORLD OF
GREYHAWK Fantasy Setting) sandwiched
between the much larger and
stronger fiefdom of Luxor and the foreboding
Suss Forest. Karmagia's sole asset was
gold -- the territory sat on a mother lode ?
but Valdis could neither entice merchants to
Karmagia nor send his own caravans to
town because of Luxor's incessant highway
robbery.

The setting, then, was Karmagia and the
surrounding areas of the Wild Coast. The
plot was the opening of trade routes through
Luxor to the city of Elredd. (During the
adventure, Valdis discovered that some of
his miners were smuggling gold out to
another nearby noble, called The Toad.
Sub-plots always make things more interesting.)
The principal characters were Lord
Valdis, his henchmen, the Queen of Luxor,
and a very interested merchant prince from
Elredd. The Queen?s primary motivation
for ordering the robberies was not greed,
but retribution: Valdis had refused her
matrimonial advances. The merchant had
been ?gifted? with a death sentence from
the local assassin's guild, and was interested
in coming into a lot of gold quickly so he
could buy off the guildmaster. So, both the
queen and the merchant were more ruthless
than mere greed would make them. Unfortunately,
Valdis only succeeded in provoking
a war which led him into a more dangerous
area of political adventuring.

Example 2: The 2nd adventure illustrates
a setting outside the main character's
home territory. It was set in the court of
Lady Rhalta, Queen of the Olven state of
Celene. Eldrich Silversteel, her Majesty's
1st cousin, was called in to uncover a
traitor in her cabinet who was leaking information
regarding Celenian troop movements
in that country's war on the Suss Forest
humanoids. The raids conducted by
the humanoids had mysteriously become
precise and well-organized, and the forest
troops were uncharacteristically well
disciplined. Obviously someone or something
was providing them with leadership,
and whoever or whatever it was had access
to privileged information that made the
raids devastating to the Celenian forces.
Silversteel was given as much background
material on cabinet members as Lady
Rhalta could provide, and his investigation
proceeded from there. The trail led him
from Enstad to deep in the Suss, where he
encountered the mysterious movers behind
the raids, and back again to her Majesty's
court for a suspenseful confrontation with
the traitor.

In this adventure, the setting and the
characters were molded to fit the plot,
whereas in the previous example the plot
grew from the setting and the characters. It
is possible, of course, for a particularly
intriguing NPC to spark your creative
flame, in which case the setting and plot
would evolvve from the NPC's personality.
However the idea takes shape, it is the
fusion of all 3 elements tha twill make or
break the adventure.

Types of political adventures
Of course, there is an infinite variety of
possible political adventurers, so any list will
be far from complete. 5 basic types of
political adventures are described below,
with variations given for some.
 

Military adventures are those which
involve the considered use of military
forces. This is by far the most involved type
of political adventure; it necessitates detailing
the makeup of the military forces involved,
the ruling bodies commading those
forces, the resources (both fiscal and human)
and the terrain of each side.

There are 3 basic variations: international
warfare, civil warfare, and the deployment
of large "peacekeeping" forces on
foreign soil. International warfare can involve
the creation and dissolution of alliances,
massive troop movements over long
distances, and the problems of supplying
armies away from home (not to mention <logistics>
fighting the actual war) within the framework
of the AD&D game rules. Civil war
presents  the character with the dilemma of
choosing a side. It can be quite interesting if
the character and the nobles with which he
has made military, commerical, and perhaps
emotional ties choose opposite sides and are
forced to fight one another. If the character
chooses the rebel side, how will he and his
compatriots face the economic considerations
involved in fielding an army? Will
the people he rules remain loyal to him or
shift allegiance to the central government?

The third variation can be very interesting
to play. Since lives other than the character
?s own sometimes mean little in the
AD&D game universe, the moral question
of allowing peacekeeping forces to fight
back don?t take on the same importance
that they do in our real world. But does one
allow troops to pillage and plunder the area
they are supposedly protecting? What if the
troops go against their leader?s orders? If
the character has an interest in the area his
forces occupy but the local ruler orders
those forces to leave, what does the character
do? Remember that when a character is
working in the international community, his
actions will have decided and often unpredictable
implications.
 

Economic adventures deal with the myriad
curses of macroeconomics: inflation,
depression, famine, and so forth. The political
problems that arise from such conditions
can be very difficult to deal with. The solutions
are usually long-term ones, which goes
against the tendency of most characters
(and players) to expect, if not demand,
immediate results. Adding to the difficulty
is the fact that many players may be blissfully
ignorant of the causes and cures of
economic phenomena.

What if the crops fail one year? How will
the character feed the starving populace for
which he is responsible (and which he is
dependent on)? The king, financially
strapped because of the cost of constructing
his new beachfront palace, may demand a
tribute higher than the character can pay.
How will he raise the money (assuming that
adventuring is, for some reason, out of the
question)? Or, drop this bomb: The village
is experiencing runaway inflation because of
an influx of gold from adventuring in the
area. The peasants, unable to keep up with
the rising prices, are forced to emigrate or
steal to live. What can be done? These are
the real problems of rulers.
 

Commercial adventures are closely related
to the economic type and involve
issues of commerce, such as opening and
protecting trade routes. What can one do if
a neighboring noble places outrageous
tariffs on his merchants? What if the noble
refuses to allow passage through his land? It,
is very difficult to maintain a prosperous
fiefdom without prosperous trade, yet it
should be equally as difficult to open and
maintain a system of worthwhile commerce..
Smugglers may undersell local merchants.
Caravans that once frequented the character
?s land may suddenly find greener or
safer pastures elsewhere.

Don't bother players with the tedious
issues of market fluctuation and stiff competition;
determine how the market works
when it is basically stable. Then, when
drastic things occur requiring character
intervention, there is enough at stake (regaining
or retaining the condition of stability)
to make the problem worth solving.

Internal security -- which usually translates
into danger at the royal court ? provides
one of the most compelling types of
political adventure. The most exciting and
suspenseful of these are like the assassin and
spy scenarios described earlier. Or, there
could be an adventure involving embezzlement
from the state treasury. Anyone may
be the thief, from the footsoldier who
guards the vault to the hero?s closest henchman,
but whoever it is, his reasons for
committing the crime must be believable.
An interesting twist to throw into any campaign
is an unfaithful spouse plotting to get
rid of his or her current mate, intending to
share land and status with a new partner.
The closer an enemy is, the more dangerous
he or she becomes.

Revolt is the worst nightmare of any
noble, and occurs in 1 of 3 general
forms. The 1st is the "ordinary" peasant
revolt, in which oppression from the ruling
class causes a general uprising not unlike
the French and American Revolutions. This
type of revolt is somewhat simplistically but
adequately defined under "Peasants, Serfs,
and Slaves" in the Dungeon Masters
Guide. The second form is a revolt started,
supplied, and maintained from the outside.
A hostile foreign power, through propaganda
and insinuation, turns the public
opinion against the player character(s). A
few agents infiltrate the populace to lead the
rebellion, and arms are provided by the
foreigners. The third kind of revolt is more
limited in scope. It involves an individual
faction of malcontents or power-seekers
whose views are not supported by the general
public; through terrorism or a quick
military coup, the faction tries to destroy
the character's power base. It is his problem
to stop them.
 

The treatment of political adventuring
given here is admittedly rather sketchy, but
it is also true that not many specific points
can be made, since the details of how an
adventure is constructed and staged must
necessarily differ from one campaign to the
next. The DM who plans out political adventures
should always remember that
every aspect of politics is closely related to
every other one.

Politics is like a great web of interconnected
and interdependent strands. If the
elements of setting, plot, and characterization
are used well, and if the mystery and
suspense are maintained , you'll
find political adventuring to be a rewarding
and pleasant change from the the dull, drab
dungeon.