Playing the Political Game | Taxes, politics, immigrants, and the military | The Politics of Hell | Government Forms | Politician (class) |
Dragon magazine | - | - | - | 1st Edition AD&D |
Q.
I have been running a campaign for
just over 2 years and the
players have
attained around 20th level
each. They
have no turned their attention
to political
matters and have designed
a plan to
sieze power in at least one
large country
(the campaign is set in the
Judges
Guild
world). Unfortunately this
plan will cause
widespread war on a massive
scale.
This is
where the problem lies -- with
such large forces involved
it is obviously
unrealistic to fight it on
a 1-to-1
scale. After searching for
suitable rules I
remembered the Swords
and Spells
book advertised in the Players
Handbook.
The plan
devised by my players is to
assassinate the 2 most powerful
rulers
-- the World Emperor and
the Invincible
Overlord. This will
obviously cause civil
war in the 2 countries and
widespread
revolt in any occupied territories.
I have
worked out basic systems for
supply and levying troops,
but I would like
hints and tips about any
of the developments
and problems that are common
to
this type of campaign.
A.
Several interesting points are raised
by this question, which
apply to many
campaigns, not just the one
above.
Firstly,
we would question the wisdom of
allowing a campaign to develop
to the
point where 20th level characters
are the
norm. If only to make
a DM's existence
easier, we would suggest
that players are
encouraged to retire their
characters at
an earlier stage.
Essentially
what is proposed is a political
struggle carried on by military
means --
the overthrow of a centralised
Imperial
authority by a group of powerful
citizens.
This need not involve 'war
on a massive
scale'. By limiting the cast
of characters
to those in the palace --
and the action to
a social/intriguing level
-- a Game will
emerge that is just as much
Fun, and
certainly much more manageable.
If the
PCs have amassed
sufficient XP to reach 20th
level then some NPCs
should have done the same
thing
-- after all, it is clearly
possible for
talented people to do so,
and NPCs should
be as talented as PCs.
These
NPCs might be anxious to
see the current
order maintained, and take
appropriate
action. The player
conspirators could thus
be faced with a small group,
as powerful
as themselves, thwarting
their every
effort. Any ruler who
failed to take
adequate precautions with
such characters
in his land would be a fool.
It is
likely that the World Emperor
and the
Invincible Overlord would
keep a close
eye on their more powerful
subjects, and
be forewarned of their general
intentions.
Forewarned may well be forearmed,
even
to the point of pre-emptive
action --
assassinating potential assassins.
In any
case, rulers with dangerous
subjects take
precautions -- heavy personal
body guard
detachments, protective spell
use, spying,
assassination, taking hostages
as guarantees
of good behavior, retaliation
for
acts of rebellion, etc.
Bassically,
we are trying to suggest alternatives
to full scale war.
A palace coup
d'etat has 1 advantage for
the DM -- its
small scale. By the
time blood has been
spilled and knowledge of
the coup attempt
has become widespread, the
new regime
is either firmly established
or it has been
beaten off and destroyed.
The outlying
parts of the Empire and most
citizens
closer to home only discover
that the coup
has happened when it is all
over. The only
military powers which can
be involved
are those limited forces
the plotters sneak
in and the equivalent of
the Praetorian
Guard -- the ruler's household
troops.
The DM only has to worry
about a
company or 2 of troops with
this option.
If you
still wnat to run a large scale war
unfortunately 'Swords and
Spells' is no
longer available. However,
any good
reference work on the Imperial
Roman
army or similar will illustrate
the problems
of keeping large numbers
of men in the
field. Wargames Research
Group produce
Ancient Wargames rules which
can be
interfaced with the AD&D
game to
produce a hybrid rules system
-- and if all
else fails there are always
the Warhammer
rules from Citadel Miniatures.
<Update: BATTLESYSTEM>
Once the
coup attempt has happened we
suggest that the PCs are
retired. If they failed
they will probably be
dead, executed by vengeful
authorities. If
they won they will Now be
occupied with
running their new domains,
and fighting
off counter couops by any
other groups.
The DM should Take Control
of the
characters, who will Now
become the
targets for the next generation
of power-hungry
adventurers.
Power
politics is not the easiest type of
struggle to DM, but it can
be 1 of the most
interesting.
(Imagine #10)