Sunday, 8 April 2018

Dungeon Master: Intrigue Tips

There are many different campaigns you can run. One that my players in particular like are games of intrigue. Inner politics of wizards, gods, kings, and anything else that can amass power are all good candidates for this kind of game. They are also some of the hardest kinds of games to run. Things need to fit together well, and plots need to be put into motion. In the hopes of helping someone out there and consolidating my thoughts, I'll be writing about this very topic today. I'd love to hear differing opinions on the topic as well.

Make Sense

Plots and intrigue games should make sense. The reasoning behind actions, where they lead, and how everything fits together need to make sense. How else can we expect the players unravel them? Above all, don't jettison it in the hopes of shocking your players. If players can predict what is happening next, it doesn't necessarily mean that the campaign is predictable and cliche filled. It could just be that your player was clever and that the events make sense. Don't throw it all away in the hopes of trying to fool or catch your players. I've seen this way too often. It also partially depends on the degree. Seeing part of the plot ahead of time will be far less detrimental than having every twist and turn predicted after the first session. If you do decide to change things from the original vision, it should still make sense in context. A twist that doesn't fit and came out of nowhere doesn't typically go over well in my experience.

Don't Be Afraid

I've seen intrigue games grind to a halt because the Dungeon Master was too worried about railroading. Intrigue centred games will naturally need characters that have their own goals. This naturally tends to lead to more fixed narratives. However, so what? It's my experience that a more restricted story is what people are often after when they want to play an intrigue game. They don't need to be able to go anywhere they want or have all their plans come to pass. They want to be foiled, betrayed, make powerful allies, uncover secrets and much more. There is, like all things, a balance to be found but I've found that it's better to not be afraid and try to give your players what they want, though not exactly what they want. What my players don't want when they join an intrigue campaign is for nothing to happen. They also probably don't want to just explore the local ruins. If it's a narrative and character centred story of politics and betrayal, great. Just don't forget to keep an ear out to make sure you are hitting the right notes. Also don't make a campaign where your players don't need to be there.

Have An Aim

Why is the intrigue happening? Saying you are running an intrigue campaign isn't really saying much. You need a reason, characters, events happening, and reasons for people to create plots. Just throwing your players into a room and expecting things to go well probably isn't a good idea. You need to have a goal for the intrigue to take place, and for your players to interact with others. Trying to raise allies to stop a big bad is one such classic example. It gives a reason to proceed, an ultimate goal, and helps with developing the rest of the campaign. The big bad could look for other supporters as well. Or perhaps the players will need to try to organize a secret overthrow. This is inspired by a session from a few years ago that I remember quite vividly. There was no goal and nothing really happened outside of conversation that went nowhere. I feel the intrigue needs to be there but the players should be influencing it.

Don't Force It

If you don't have an idea for an intrigue campaign, there's nothing wrong with trying something else. Intrigue can and does often naturally happen over the course of a campaign. It is also a means towards a goal that players can seek out to solve their problems. The same way some players may be prone to trying to kill everything in their path (which is often well suited to a dungeon delve), others may try to plot their way through everything. The reason I say not to force it is rather simple: if you do, you risk running an aimless game or one with an aim that doesn't really progress. Intrigue sorts of games rely heavily on the premise, goals, NPC characters, and interesting plot twists. You also run the risk of disappointing your players if you promise an intrigue campaign and fail to deliver. If you are selling your players on it, be ready to deliver. Of course, intrigue games can also have combat, or exploring the local tomb to return something of value. However, when we run this kind of campaign intrigue is an element we are prioritizing above the combat and exploration. Your players expect will probably expect more than being paid, and sent on their way. Perhaps they will be framed. Perhaps someone will try to steal what they got from the tomb before they deliver it. Regardless, it's a question of what me emphasize.

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