Political intrigue is one of those things that make for a great
session or a great campaign. However, there are many different ways
to create such a session or campaign and different ways to create the
setting. However, I hope to narrow down and focus on games set in
places with heavily fragmented states. It could be that a bigger
power just hasn't come about yet or that it has fragmented before.
Regardless, the result is many small regions interacting with each
other.
Reason Why
Having smaller and less powerful kingdoms allows for some spectacular
double crosses and also forces dependency. One kingdom by itself
can't beat everyone and so, as a result, relations between allies and
enemies (potential future allies) are greatly important. It also
provides for many different avenues for the players. They could take
high ranking roles in a failing kingdom and get absorbed into a
bigger one. Doing so loses their original kingdom but could gain them
high positions in the bigger kingdom. In this way, even bad
situations present opportunities for creative and manipulative
players. It also allows for a vastly different set of cultures to be
presented in each kingdom as well as changing when large migrations
or land gains take place.
Joining Regions Isn't Easy
In these kinds of situation, even in the event of being able to join
multiple kingdoms into one, the unity can be shaky at best. As a
result, it allows for a wide range of events and activities for the
players such as kingdoms growing, fragmenting, alliances changing,
takeovers by marriage, and many others. There are also players who
like the idea of being able to unite the world or at least playing a
part in that goal. For them, this situation is exactly what they'd
want. These kinds of situations are not very stable either. Since
alliances can shift, uncertainty plays a big role and stability is
absent. This is different than if the campaign or session took place
in a stable and united land (though it could yield very entertaining
and vastly different sessions).
Incentives
These kinds of situations also allow for many incentives to be given
to the players. Since massive events can take place quite easily
between kingdoms, gaining land, fame, and resources can act as a
large draw to players. A kingdom that is doing badly could decide to
give up a good chunk of land to the players if they help solve their
problems as opposed to a prosperous one. At the same time, the
stability of the prosperous kingdom provides its own incentive.
Real Life Inspiration
In these kinds of cases I like to be inspired by real historical
events, time periods or situations. Typically I like to look at
Eastern European history. There were many small, almost city state
level powers that eventually became far larger countries (Novgorod
Republic, Vladimir-Suzdal, Tver, Grand Principality of Moscow, etc.).
However, at the time most other areas also had many small competing
kingdoms. For that reason around 1000-1300 AD is one of my favourite
time periods to draw inspiration from.
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