Showing posts with label politics. Show all posts
Showing posts with label politics. Show all posts

Tuesday, 26 November 2013

World of Statecraft - Diplomacy in the Iron Kingdoms

"Oh hey look, it's an rpg based upon a wargame. Let's all make combat characters, I'll make a tank, you be the party rogue, you can heal, and you with the dual pistols can be the DPS. Remember lets kill everything in sight, grab their gear, sell it and then get some cool mechanika!"


And so begins another lame - yeah you heard it right, LAME! - game of Iron Kingdoms where the aim  is  to just move from combat encounter to combat encounter, trying to press the 'b' button to skip past the GM perhaps trying to portray a story beyond the whole sale slaughter of a tribe of Gatormen, or a gang, or people who while having done something wrong have their own complex moral reasons for doing so.

What ever happened to diplomacy?

In the Iron Kingdoms we have a number of races that are spread across a number of  kingdoms, and there are some very difficult political dealings between them all.

Ord is a major player in intrigue, trying to position itself between Cygnar and Khador so that politically and financially it has the upper hand.

Llael, at least as of 604 AR, is divided into the remaining part of the free kingdom, that which the Khador control, and a part controlled by the Protectorate of Menoth. Of course the politics there  is complex, as the free Llaelese try to win more support from Cygnar, Ord, mercenary armies, the Protectorate, and even those Khadorans who wish to see the kingdom of Umbrey reinstated. Some Llaelese nobles have already fled the kingdom, some have made deals with the Khadorans, hoping to rule their lands as vassal lords, and some have turned to Menoth, since they could have their kingdom back at the cost of being religious converts.

Khador of course must be careful  with their enemies, while  extending favour to pirates and mercenaries in order to have the Cygnaran southern coastline attacked. But they need  to seem threatening to keep up the offensive and fear in the Cygnarans and Llaelese.

Then of course we  have the further complexities of other races at the borders and within kingdoms, the competing religions, and the competition between mystical orders, heretics, companies  and ancient bloodlines.

Politics is a mess!

So say you wanted to run a political game in the Iron Kingdoms, what do you need to do first?

Pitch the game, and make sure you can incorporate most options while still having the advantage of getting to pick the location of the setting.

So first pick a location. Your choice should be motivated by the kingdom the players really like and you like (so compromise), and which caters for the plot you are thinking about. You want pirates and privateers? Then choose a coastal town. Want to deal with trade contracts? Then maybe one of the places in the Wyrmwall mountains. Want to deal with lots of people and kingdoms, then look at Corvis, it's a hub of activity with dwarves, Ord, Cygnar, Llael, Khador, and more.

Maybe you have the idea first. You want intrigue between the the nobles of Cygnar as they try to keep in command of their resources and influence over the King, while also trying to prevent the incursions of Khador. If that is the case then you need to pick a city to set it in.

The Iron Kingdoms is of course already filled with NPCs, Dukes, Kings, Princes, master Alchemists and Arcanists, Captain and Pirates, all of who could be the seed of an idea.

Lets take an example - Ord. Why? Ord is filled with spies working for nobles and King Baird. Plus there is the danger of Cryxian agents and with  Khadoran pirates, and members of the Llaelese resistance, and the Cygnaran Reconnaissance Service. Ord is also has age old rivalries between nobles of Thurian and Todaran descent, in particular the Mateu and Cathors vying for the throne.

Lets now select a city - Berck, in the Cosetio Grav, and which is on the coastline, making is an important port, and one that is not run by pirates. House Mateu is a major influence here, plus there are many other merchant families. We also have the main base for the Ordic Navy,  meaning nobles here will have roles within the fleet.

So now what we need is an intrigue. Let's not target the Mateu since they are a big player in the entire setting and so have a certain inertia to events. Lets create a smaller noble house, that has important holdings. Perhaps they control the wine trade from Llael. But this wine trade is assumed to be how they are sending help to the Llaelese resistance, using the wine barrels to transport messages. But that is the decoy. The real root of messages comes in fine Llaelese lace.

Now of course this noble family may have rivals to trade wine. Their conflict is purely centred on business - which of course gets murky as trade has to flow through the kingdom, and be brought over land or else go through Five Fingers.

So of  course there are a number of players in all of this. There are those in it for the money and business, but there is another noble  family that is looking to weaken their rivals, and part of this involves having a conspiracy with agents of the Khadoran Section 3. Then add to this mix the agents of the King, and how they must act, but in a manner that shows no preference to any family.

Once we have the start of a intrigue we can being to flesh out the main NPCs of the story, who hates whom, who are allied, who is spying on who, what secrets are known and to whom.

And with that we can drop the player group into the game. Lets assume we have a Aristocrat in the group who is attached to the noble family trading in wine. They have a group of PCs with them. They are an entourage/friends. So perhaps another noble, a friend from the Navy, a friend from the university, a well known play-write etc etc.You can have quite some flexibility on characters types even when they need to fit into high society.

Now the campaign begins. Ease them in, let them get a feel for the noble family they are part of first. Perhaps they have to go out and deal with a consignment of goods that have gone missing, and find that there is a issue with the workers, and they are wanting better pay. Or perhaps the consignment was attacked and stolen by trolls.

The next story then is something along the lines of a ghost story, triggered when a family tomb is raided, that unleashes the dead ancestor in the form of a pistol wraith.

After a few stories like this to establish the main thematic elements of the city, and how the noble family operates, what their concerns are, and how the court of the city works, then you can move on to the story that engages the main plot, the intrigue.

The trick to the intrigue is to layer it. You want to have multiple lines of investigation that get built up episode after episode. Each episode either extends or branches the investigation, or resolves some lines. So lets assume the first story you start  involves an attack on numerous caravans of wine. This begins the threat that someone suspects the family and their connection to Llael. The story should lead to an end - for now - of these attacks, and the perpetrator is stopped, but it should only reveal the tiniest bit of information about who that culprits are. Perhaps it is even a decoy.

A few stories like this should ramp up the intrigue and the investigations  should reveal people to suspect, there should be misdirection and the reasons unclear. Of course break up the plot with episodes that focus on other matters. These episodes could have far smaller plots as you give the players room to tackle the intrigue and take proactive action.

So tools that can help in this?

Index cards of NPCs. Each card lists their goals, their secrets, who they hate and who they love and care for, and what their power base relies on.

In addition to these you should have a web of connections planned out, which details the intrigue and the conspiracies and who are working together.

Also with planning out the campaign and how the story will progress, assume a null hypothesis. This means, if the players do nothing, how would the plot play out as the parties involved in the intrigue act and react. With this plot in your head you can then have some sort of idea what the route of least resistance is - what would happen if the players act, and only react, to events. Then with  that in your head you may have more of an idea how the NPCs will respond to the PCs as they interact with the plot and perturb their plans. If the PCs act in a proactive manner then the NPCs can respond. This then means you have the basis of a plot that allows for an organic evolution of the story to incorporate these more interactive elements.

Of course this means that you should not plan things in too much detail beyond the current part of the story being run. Have more general plans, but nothing too set in stone. This also means for individual parts of the story plan using scenes, not just series of combats.

Political games are hard, that is for sure. But with some good planning, flexibility, and some time to set up the basics of the setting for the story, then you will have enough elements in place to draw into the story as the game continues. In that regard it is more like having a structured sandbox. Of course look to fiction, movies and TV for inspiration for political games. Things like Game of Thrones, The West Wing, House of Cards. All of these are filled with ideas. Even look to other games that cater to this sort of gameplay, such as World of Darkness games.

Finally everything written here can be applied at any level of society in the Iron Kingdoms, be in the criminal underworld, the academic world of universities, business, small towns, large cities, entire kingdoms.

Politics is everywhere and  is full of stories.

Wednesday, 30 June 2010

Vampire

Vampire:??the Requiem

Manchester: the Endless Waltz

Episode 3: Puppet Show ??? Part 2

??Following Dimitri???s meeting with Zahred Zilber at the Ascension Club, Dimitri headed out into the night to find another a club to go hunting. Meanwhile, following Thessaly???s revelation, Kane headed out into the streets of??Salford??to hunt. Stalking the shadows Kane was able to single out a hoodie, following the mortal to an alleyway where the boy was going to take a piss. Kane simply grabbed him from behind and slaked his thirst before returning back to his churchyard haven and merging with the soil to sleep for the day.

??The next evening, the 9th??of November, a Saturday, Kane awoke and texted Dimitri. They needed to all meet. By 7pm all of the coterie had gathered in Kro Bar, just a few yards away from the museum. Verity had already met with the Chamberlain???s assistants and obtained the passes that would get them into the building site of the cinema. The security and building company had now been swapped over to a company run by one of the Prefect???s ghouls. It was agreed that the interior of the building would be investigated, searching for any possible entrances to the sewers or canals. However Dimitri had other plans and as they left the bar Dimitri left to attend to other matters.

??Arriving at the cinema Verity showed the pass to the bumbling old security guard and they entered the site via a side entrance. Inside they found the cinema abandoned, but not utterly dilapidated. There were signs of vermin, birds, and that homeless people had gotten in at some point. Looking about the cinema there was the lobby and three screens on the ground floor. On the upper floor there was a place which would have functioned as a bar, and another four bars and offices and store rooms.

Meanwhile Dimitri had gotten into contact with Zahred Zilber once more. This time he wanted a meeting at his flat.

Verity went into the basement of the cinema, looking about in the boiler rooms and Verity is able to find the wall which would be nearest to the canal, however it was impossible to be sure, even with her Auspex enhanced senses.

At Dimitri???s flat his ghoul, Karl, welcomes in Zahred Zilber and Annabel Barbican. Dimitri, fully aware of Annabel???s status and sire, the Invictus head, Lady Natalia Kerkoft, Dimitri explained to Annabel that he knew important information regarding the Final Death of her coterie and Covenant associate, the Nosferatu, Jacob Lewis. Annabel demanded to know whom had killed her friend. But Dimitri was not just going to hand over that bit of information. She of course needed to know how she could trust Dimitri. Dimitri reassured her that he was present for the event. Annabel, furious, raged at Dimitri, screaming that he should not have let the Traditions be violated. Zahred told Annabel to keep her nerve and calm down.

Dimitri, seeing he had the upper hand, would reveal who killed Jacob Lewis but only in exchange for something. Annabel, still enraged, was not thinking clearly enough to make a deal, especially on behalf of the Invictus and her sire. Annabel then realised that it was Dimitri and his coterie who were at Club Quicksilver when she had come across??Thessaly, and that it must have been one of the coterie that had thrown the bottle at her. She asked Dimitri what had happened to the hard drive and what was on it. Dimitri, smugly, said that the hard drive was with Falken. Annabel got up to leave, but turned on Dimitri.

???I will speak to my sire,??? she hissed, ???and you will have your deal. But mark my words Carthian this won???t be the end of it between you and me.??? She turned about and slammed the door as she left the apartment. Zahred shrugged his shoulders and made to leave the flat, ???I???ll see if I can calm her down. I???ll be in contact on her behalf I guess.???

Meanwhile back at the cinema there is a loud knocking on the firedoor and Kane, Verity and Thessaly go to find that awaiting for them is the Moorish, Constable Ihram, and with him the ruddy face and almost foppish, Prefect Simon Arken of the Carthians, and of the Daeva. Ihram introduced the Prefect, commenting that this was the coterie that was performing further sweeps of the building. The Prefect thanked the coterie for their efforts and then asked if they would show him the building so he could work out how much work needs to be done to prepare the venue for the caucus. He also wished to see which office would be of best use for him to use for private meetings during the caucus.

While in the bar area, the Prefect took the time to sit and chat with the coterie. He was appreciative of Kane???s desire to formally join the Carthians with Falken as his patron. He also acknowledge the work of the two Crone Acolytes and that they would be considered honorary members of the Carthians. It was at this point that Kane asked what would anybody have to gain from attacking the Carthians at this meeting. The Prefect explained that though the Chairman has Carthian interests at heart, his approach in recent years has become a little heavy handed. There are those that would like to see the Chairman become less of a tyrant and to simply perform the role of a Chairman, and not of a Prince. But there are those who wish to see the entire governmental model torn down. These Carthians are also a problem as what they desire would lead to a city where nothing would be done and the Masquerade would be in danger.
So attacking the Carthians could either give the Chairman reason to use his executive powers, something that the Prefect has been wanting to remove for years. This in turn would lead to outright rebellion by the more revolutionary Carthians. However, attacking the Carthians could also lead to mobilizing them as a whole, and unify them against a common cause. This would be the last thing the Invictus would want. So an attack, if it does occur, would need to target the right people.

Leaving the building the Prefect went to meet a man, whom he handed over a brown envelop to and in return received a folder. Verity was able to listen in on the conversation and heard the man, referred to as Mr Smith, had been watching someone for the Prefect and that he wanted the rest of the money before he got the remainder of the photos. The Prefect, satisfied said he would be in contact. But across the road, in amongst the throng of students and people who were on a night out on the town, Verity spotted a man photographing the meeting. Verity pursued the man, leading to a chase through the streets. She tackled him to the ground and as he wrestled her off she slammed a kick into his gut. She demanded to know who he worked for and why he was taking pictures. He said he worked for Robert Woking. Verity then let him goes, but took the memory card from the camera. Kane, taking the initiative, had gone to transform into his raven form and flew up high, spotted Verity and the man, and then once she had left, followed the photographer.

Elsewhere, Zahred Zilber passed on a message to Annabel Barbican from Dimitri, who said that they could come to an arrangement soon.


ST Note - Best Session to date!!!