Topic: Planning Political Plots
Started by: Drew Stevens
Started on: 6/3/2004
Board: RPG Theory
On 6/3/2004 at 7:26pm, Drew Stevens wrote:
Planning Political Plots
Still working on Touche, the game of courtly intrigue and such. And, I hope to see a way around another major stumbling block.
See, the earliest designs of Touche almost looked like a boardgame sans board- and have stuck, a bit heavily. Now, things are better off presently- but I still haven't quite resolved the matter.
Thus, I ask- what do your lordly knights doing when they were being more lordly and less knightly? What does one do in a game of politics? What make good plots and set pieces? What color would best bring out the fun?
On 6/3/2004 at 8:08pm, Praetor Judis wrote:
RE: Planning Political Plots
Court intrigue is a fascinating subject. I've run a campaign in a world loosely based on medieval Japan, and the currying of favor with the Emperor alone could take up several sessions.
You could, for example, have the players could throw a party to celebrate the birthday of another Lord. As a part of the preparation, they would have to find an appropriate location (perhaps clearing out the area of undesirables), decide on a menu (appropriately filled with hard to acquire delicacies), and make sure that no one else was throwing a better party.
I also recommend you do a bit of research into the court intrigues of Elizabethan England.
On 6/3/2004 at 8:53pm, Drew Stevens wrote:
RE: Planning Political Plots
Hm...
I guess that's not quite what I'm trying to ask.
It's like- I've got a mental block. I know that, at the table, there's more toa game than what's in the rules. There's the descriptions, the character interacctions, and so on.
But I can't imagine what that would be like in Touche.
Which is both really weird, and hard to convey.
For the 'currying the Emperor's favor' example- I have the follow exchange in my head.
GM: "The Emperor of Japan is planning to throw a party, and seeks a grnad place to hold it in."
Players: "Great! I tell my chief servants, Ran and Mitsuni, to make ready the Great Ballroom."
GM: *diceroll* "They do."
Players: "Great. Now, during the party..."
Oh my god. It just clicked. I'd gotten a little too locked into some old patterns of thinking, and typing the above just broke me out of them. Because now I see where and how and why to complicate the lives of the characters.
Thanks! :)
On 6/3/2004 at 8:59pm, Doctor Xero wrote:
RE: Planning Political Plots
Share your insights!
(I could use the inspiration myself . . . )
Doctor Xero
On 6/3/2004 at 8:59pm, Praetor Judis wrote:
RE: Planning Political Plots
The devil is in the details, eh? Never make it as easy as it seems.
My take on the exchange you used:
GM: "The Emperor of Japan is planning to throw a party, and seeks a grand place to hold it in."
Players: "Great! I tell my chief servants, Ran and Mitsuni, to make ready the Great Ballroom."
GM: "Your servants come back, terrified, and inform you that an ancient demon has taken up residence in the unused ballroom..."
...and I second the request for you to share your insights!
On 6/4/2004 at 1:19am, HMT wrote:
RE: Planning Political Plots
You might consider looking at the d20 supplement Dynasties and Demagogues. Here is an RPG.net review.
On 6/4/2004 at 2:59am, Drew Stevens wrote:
RE: Planning Political Plots
I actually have had Dynasties and Demagogues- it didn't quite go the direction I wanted it to. More like a guide for running a game of the three Musketters from the point of view of the King's Men, rather than the Cardinal and the Moisure de'Trevil. Pointers for setting up political systems and feats to engage them a bit, as well as add some color and flavor, but a bit too litteral with the metaphor of social hitpoints.
And the minions coming running back white-faced should not be a normal occurance- imagine if you had Ye Mighty NPC send some PCs out to ready a ballroom. Damnit, you'd expect them to do it- and Ye Mighty NPC might not be able to personally do so himself, anyways. Now, make Ye Mighty Order Issuing NPC into a PC. Minions being sent packing indincates something extraordinary most of the time- either the intereference of a rival, or Something Else Extreme- akin to a GM plot hook, etc.
As to my insight- it's hard to articulate. Mostly, it was on a few things- some obvious, some not. That the players wouldn't be working together neccesarily. That the ties of kin, sex, friendship and oath can help direct and entangle action. That potential reactions of the nobles to the inital hook should set the stage for the next man with a machine gun- and there can be men with machine guns at this level of viewing. That my inital in play descriptions felt too mechanistic, cause I lept straight into social combat- something that should be a bit special (like Time Combat in Continuum).
It's like trying to explain the act of roleplaying. I conciously know what happens, but putting words to it fails. It's the underpants gnomes explanations- Step 1, Everyone gathers around a table and pretends to be a noble; Step 2, ....; Step 3, Profit (or story/fun/game) :)
On 6/4/2004 at 9:15am, Praetor Judis wrote:
RE: Planning Political Plots
It sounds to me like you're on the right track. My players usually belong to separate political/social factions so that I can create some tension as they figure out how to work together (or quietly sneak around behind each others' backs (which I don't encourage)), despite their differing agendas. It's all about the relationships.
On 6/5/2004 at 2:44am, Drew Stevens wrote:
RE: Planning Political Plots
I had one of those ever so fun inspirations today, and managed to verbalize a lot of what I was thinking for 'How Touche plays'. Now, some of what follows doesn't make perfect sense, cause either I don't know quite what I mean, or I'm refering to unsettled ideas, or settled ideas I haven't written here. But it's clear enough to at least get an idea :)
---
The game is conducted in Bouts. A Bouts is an abstract period of time- typically a full season, it may be less (cricumstances dependent).
Bouts are conducted in the following phases- Preparation, En Garde, Lunge, and Touch.
Roughly, these phases correspond with deciding upon and setting plans into motion, the gentle appearance of those plans and possibly counters, breaking into a detailed view of first person narration, and the conclusion.
---
Preparation: the Planning Phase
Important Terms
Strategies: These are the plans you will implement, the order you will implement them in, and the resources allocated to each.
Task: A Strategy that has one or more Minions assigned to it specifically, rather than being trusted to the general web of contacts and influence that the Noble has. Tasks are much more powerful effects than most Strategies.
Engagement: A Strategy that the Noble personally involves themself in. This can be incredibly dangerous- you may be discovered, or even killed. Engagements are usually either a sign of extreme strength or extreme weakness.
Gambit: When one or more Strategies hinge upon the success of another, they are considered Gambits. If the first fails, they automatically do so as well- although any Minions Tasked to them are not sent, and the Noble doesn't leave for any Engagements.
Contingency: A Contingency is a special kind of strategy- one that acts like a trap, if a general class of Strategies is attempted against the noble. Contingencies tend to make the inital Strategy either more costly or less likely to succede- additionally, if the attack fails, the Contingency often has some additional benefit.
---
The purpose of Preparation is for the Nobles to decide what Strategies they will employ this Bout. Strategies, once committed to, are set. A Noble without at least a few Contingencies will appear frozen, incapable of reacting as they are pounded on- but they may also gain a tremendous amount of forward momentum, to simply bully through the opposition.
During the Salute, any Nobles that intend to be in communication with one another may speak freely, and are encouraged to seperate from the rest of the group a little bit while doing so. No plans agreed on in such an informal fashion need be followed, but the benefits of co-ordination are not to be mocked.
Once all Strategies are turned in, one special one takes precedence. If a Noble has a spy active in another Noble's retinue, they may alter their strategies to a limited degree- possibly dropping one, or changing how they're spending their Resources.
If two nobles have active spies in one another's following, they may each change stuff. However, all changes from spies are final.
Once spies are dealt with, the Preparation is done. On to the Presentation.
---
En Garde: The Open Phase
Important Terms
---
During the En Garde, the Nobles hear the gossip and recieve status reports on their strategies- which have failed, which have succeded. In general, the GM's goal when everyone is En Garde is to provide an overview of what everyone knows- some Strategies are Open, and some Contingencies may reveal a Strategy as Open.
En Garde is the equivelent of the GM narrating the local color of the town.
---
Lunge: The Phase of Play
Important Terms
Noble: The character the Player is assumed to have sole narrative control over during the Lunge. Everyone who is not a Noble is controlled by the GM.
Minion: A specific kind of non-Noble, attached strongly to a particular member of the Nobility. The Player is assumed to have second dibs on the narrative rights of Minions, but may be superceded by the GM at any time. Normally, they may treat Minions as an extension of themselves, however, and jump from scene to scene within the Lunge by playing as a variety of Minions.
Scene: A discrete interaction between two or more characters, at least one of whom is a Noble, acted out at the table. Most Scenes should take between five to thirty minutes, and most Lunges should have at least 2 Scenes, but rarely more than 6 (save for very large Courts). The Lunge ends when all the Nobles agree they have no more Scenes they're interested in starting.
---
The Lunge is the most traditional part of play for Touche. During it, each player assumes the role of either the head or another important member of their family, acting out the part of their Noble and their Noble's retinue of Minions.
A Lunge is started whenever a Noble wants, but almost always specifically for galas, balls, and other such affairs- times when two or more Nobles are gathered.
---
Touche: The End of the Bout
The Bout ends with Touche- when everyone's Strategy is completed (save those intended to continue to the next Bout), adjustments are made to everyone's Holdings and Resources, and the Nobles ready themselves for the next Bout.
MUST WRITE
Strategy: Gala (Open)
A Gala is a peaceful party. Those who attend all gain X bennie. The Host also gains X++ bennie for each attendent. Additionally, if over half the possible Nobles attend, those who do not attend suffer Y. Nobles may be specifically not invited- although they can still go, they'll have to pass either a Power, Wits or Charisma Test or be caught party crashing.
On 6/5/2004 at 4:24am, teucer wrote:
RE: Planning Political Plots
If you want to remain with the fencing terminology, I'd recommend switching the names of En Garde and Preparation.
In fencing, En Garde is the "ready" position which both fencers are in before the action starts. This may occur before or after the fencers salute, but always before the beginning of the combat. A "preparation" in Fencing refers to the beginning of a multi-part maneuver, while waiting for your opponent's reaction. A player who is preparing to attack might be surprised to find eir opponent getting the drop on em; this is known as an "attack on preparation".
On 6/5/2004 at 5:35am, Drew Stevens wrote:
RE: Planning Political Plots
Hmn. I'd originally had Salute as the planning phase name. But En Garde might really be the most appropriate...
Twill bear some thought. And yeah, the fencing metaphor will be recurrent throughout Touche. :)
On 6/5/2004 at 12:01pm, Praetor Judis wrote:
RE: Planning Political Plots
I like what you've come up with so far, Drew. Nicely done.
-Corvus E
On 6/7/2004 at 10:02am, greedo1379 wrote:
RE: Planning Political Plots
I've got to be honest, I'm about as sharp as a marble. I had some real trouble following what you were talking about (which is probably fine as your goal isn't to sit down and explain it to me but...). Is there anyway you could write up what you would want your session to sound like? Like what the characters are saying and doing? Like an expanded version of the "demons in the ballroom" example?
On 6/7/2004 at 11:42am, Drew Stevens wrote:
RE: Planning Political Plots
Mm. That's a bit difficult, as I haven't really decided on the hard mechanics yet.
However, what I'm thinking of are some set of the following-
Nobles have both Stats, Resources and Holdings. Stats are fixed and unchanging. During a Lunge (or an Engagement), you'll usually roll a d6 and add the relevant stat, aiming for a basic rollover system. Resources are quantites like Time, Money, Pleasure and Reputation. You expend them setting Strategies into motion- Strategies being large scale social combat attacks and defenses. Holdings are things like the lands and armies a noble holds, as well as any Minions they posseess- things which either provide a resource or enable (or improve) a Strategy.
Bearing that in mind...
---
GM: Alright. Everyone have their character? You're all Nobility in the Land of Faraway. The King is ill, and has no successor. Other than the 3 of you, there's a pair of rather rich merchants and a third noble- Mendoc Balius are the merchents, and Duke Jiry is the other noble. We're offically entering the first bout- en garde. (The GM wanders away from the table at this point to fill out Strategies for the NPCs)
P1 (Baron Alan): Yo, Cardinal Richilu. Shall we conspire away from prying eyes?
P2 (Cardinal Richilu): Certainly, Baron Alan. Are we to include the Count of Crisio?
P3 (Count Mone): Nono, I'll be fine. Go and talk amongst yourselves.
P1 and P2 wander away from the table a bit to discuss strategies, while P3 wanders to the GM.
Count Mone: Yo, Duke Jiry. We need to talk.
GM (assuming Duke Jiry): Sure, what up.
Count Mone: I have cause to believe that the Cardinal conspires to put Alan on the throne when the king is dead.
Duke Jiry: Hm. How unfortunate.
GM: Oh, you guys! Any public events happening? One of the Merchents is planning a ballroom gala affair.
Count Mone: I think I'll host a tourney sometime this season.
Baron Alan: And I'll host a feast.
(Plotting happens, and strategies are agreed upon. The public events needed to be announced, so people could decide if they wanted to go, and how many resources they should committ to them if they did)
GM: Alright. Next, to conclude en garde and begin this bout in earnest, let's first check everyone's spies... okay, no one learns anything about anyone else. (Aside- I'd expect this to be modestly rare, but have no idea what I want the spy mechanic like right now). Now then, you know that the Baron and Cardinal have been in communication, as well as the Count and the Duke. The merchants seem as of yet unalligned. And now we're into the Preparation.
GM: (Narration of the results of various strategies that are openly and publically known- about the same as 'And your walking in this forest...') ... And that's how everyone learned the shameful secret of Ms. Voingt. Next, there's a massive tourny at the Count's place...
Count Mone: Right. I'm calling a Lunge. The scene is at my family estates on the Monicello wine country, large open and rolling plains. The field directly outside the castle is surrounded by manifold tents and hastily put together stands for the crowd to sit in, while noble knights from across the land gather. I'm in the second highest box, near the King, as befits my place as host of the tourny.
Baron Alan: Alas, I could not attend myself. But I did send my second son, Jof (a Minion of Alan's). So, tonight, the part of Jof will be played by me. He's all big and strapping, and so probally entered the tourny proper. I know, make a Physical test for him.
Cardinal Richilu: Being a man of the cloth, I would never engage in such a bloody thing- hm. Didn't committ enough Reputation to this. I guess I'm off in the middle of the nobility crowd somewhere, fuming at bringing the King out in this state.
GM: Duke Jiry wanders over to you Cardinal, al smiling and happy...
(Scene happens, as in normal tabletop)
GM: ... And Jof is left as the runner up in the Tourney. Right- anyone else, or does that conclude the Lunge? (general noise of agreement). So, back to Preparation. After that... (More generally public resolution stuff. At least two more Lunges probally occur- one for the merchant's Gala, and one for Alan's Feast). Right. And that seems to conclude the Preparation. On to the Touche.
(During the Touche, it is revealed to everyone what the relative changes in Resources (and possibly Stats or Holdings) that weren't public knowledge before, and a general recap is made.)
GM: Okay. Time for the second bout!
A single Bout should last about an hour, I think- maybe a little more, maybe a little less. About half of this time is in Lunges; player framed scenes of roleplay. The rest happens in the GM gauging the interaction, success and failure of Strategies.
Is that any clearer? :)
On 6/7/2004 at 1:22pm, Praetor Judis wrote:
RE: Planning Political Plots
Put me on the top of the list for beta testing this, Drew! If you want my qualifications, PM me. I'm also a writer, so if you need someone to help out with color, let me know.
I suddenly felt the need to clarify. This project sounds extremely interesting and I found myself getting very excited by the prospect of playing it. Anything I can do to help it reach a playable and/or publishable state, I will be happy to do (within reason (I won't be assassinating anyone, for example)). So, if you find yourself thinking, "if only I had an objective critical opinion," or, "I wish I had time to write content that feels historically accurate, clear, and enteraining," I would be honored if my name came to mind and you contacted me.
That's all. I'll shut up now.
On 6/10/2004 at 3:43am, teucer wrote:
RE: Planning Political Plots
Praetor Judis wrote: Put me on the top of the list for beta testing this, Drew! If you want my qualifications, PM me. I'm also a writer, so if you need someone to help out with color, let me know.
I suddenly felt the need to clarify. This project sounds extremely interesting and I found myself getting very excited by the prospect of playing it. Anything I can do to help it reach a playable and/or publishable state, I will be happy to do (within reason (I won't be assassinating anyone, for example)). So, if you find yourself thinking, "if only I had an objective critical opinion," or, "I wish I had time to write content that feels historically accurate, clear, and enteraining," I would be honored if my name came to mind and you contacted me.
Yeah, same here.
I've never seen so elegant an implementation of the massive plotting and scheming needed for a decent political plotline. Frankly, this sounds like a cross between a traditional tabletop game and Diplomacy.
I think I want to have your baby.
On 6/10/2004 at 6:42pm, Drew Stevens wrote:
RE: Planning Political Plots
Thanks for the encouragement :)
But you actually touched on one of the points I fear to tread. Is Touche becoming too much like a boardgame?
What is the distinguishing line between roleplaying game and boardgame, anyways?
On 6/11/2004 at 7:20am, M. J. Young wrote:
RE: Planning Political Plots
Drew Stevens wrote: But you actually touched on one of the points I fear to tread. Is Touche becoming too much like a boardgame?
What is the distinguishing line between roleplaying game and boardgame, anyways?
I read this, closed the thread, and then said no, I have to answer that.
The answer is, who really cares? If you've got an idea for a game that people will love to play, design it. Make it work the way that will make it the most fun for whatever people are most likely to enjoy it. Don't worry about whether it's going to be called a board game or a role playing game, at least until you're looking for how to package it. If you design the first role playing game that has a game board in the box, or the first board game in which actions are resolved through role playing, you may be defining the edges between the two forms yourself.
So don't answer that question; at this point, don't even ask it. Design the game, test play it, and decide what you think it is once you've seen it in action.
--M. J. Young
On 6/11/2004 at 9:38am, contracycle wrote:
RE: Planning Political Plots
One of the best boardgames I have ever played was KREMLIN. I just found this remark made on it:
"For a game with many phases and possible actions, Kremlin's board does an excellent job of summarizing what to do at each stage. Phases are color coded, and tasks, turn order, and who is affected are all displayed on the board in the appropriate color. "
Exactly: the board is a prop; it's purpose is exactly the same as a rules text, which is to communicate what is possible, and how to carry out the process of acheiveing those possible things.
I think this is especially pertinent to politically themed games in the service of something similar to genre emulation. That is, like any specialised behaviour, many concerns and issues are not visible to non-afficianados. For game purposes, this potential confusion needs to be cleared by direct assertion of the limits, goals and methods of the game. A salient example is Kremlins use of age as currency.
BoardgameGeek has an excellent page including pictures overe here: http://www.boardgamegeek.com/game/196
The web grognards link contains a good summary of play:
http://grognard.com/reviews/kremlin.txt