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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