Tabletop GMing advice wanted (help?)
Posted: 2008-07-21 08:48pm
Well, I've kind of backed myself into a corner.
I'm running a homebrew system twice a week with two different gaming groups, and things just got appallingly complicated.
It's not a game-mechanic or a numbers problem, it's in- universe politics, and I'd appreciate some advice on player steering, actually player empowerment.
The game setting is fantasy, powerful but not routine magic, fairly high intrigue, not quite thaumpunk but the idea has definitely occurred to a few people.
This is the situation; the characters mostly come from a kingdom, Kuquan, that is about to get involved in a major war.
Their enemies-to-be are a group of closely related states to the south, the five kingdoms of Zarthan. (it was only well after it was too late to change that I realised I had stolen this from H. Beam Piper.)
The historical model I was using for the Zarthani was Spain in the final stages of the Reconquista- with the elvish people standing in for the Moors. High, Great, Edral, Austral and Further Zarthan are raging hotbeds of human xenophobia, they have a large standing army- the elves were expelled by force- and the only land border they have is with Kuquan.
Most of the elves who didn't die or escape by sea went to stay with their relatives in Kuquan, which has a substantial minority of elves who have significant cultural and legal influence. This is a year after the final expulsion happened, so the incomer elves who haven't moved further on are the militant nutters who want their lands back.
The local elves are not best pleased by all of this, and while kin is kin, it is duty, not friendship- they reckon the incomers have been warped by the need to fight, some of them have spent their entire lives under arms and are almost as hate- filled as the Zarthani. The incomers and locals are from two very diferent political cultures.
Raw numbers favour the locals, numbers under arms favour the incomers. The joker in the pack is the svartalfven, (dark elves- well, "Drow" is product identity after all) who have been living underground for some time now, and are more or less openly bidding to side with the humans, to keep this lunatic lot in check.
There are a few dwarves, too.
The king of Kuquan is widely renowned as a fool. He has a fine notion of chivalry and a high idea of what a leader ought to be, and it completely passes over his head that he isn't it. He can't hold the affection of his greater nobility; doesn't even really understand that he has to try, which should illustrate the scale of the problem.
The king's younger brother is not an idiot, but he is of the opinion that if he does for instance, kill his brother the king, the kingdom would come apart- open regicide would do more harm than good. He's probably right.
The former fourth in line to the throne was recently executed for treason- and quite right too. The third in line, next after the two brothers, is the King's daughter, a fifteen year old girl.
The actual balance of forces is heavily in favour of the Zarthani. Without nonhuman aid, Kuquan would last two summers at most, not that the King realises this.
The problems are; loyalty of the nobility to the king.
Regicide on the eve of a war of survival.
The elves heading in at least two different directions.
Existing bad blood due to a few minor incidents.
Very adept Svartalf string pulling- they already broke the back of the local militant tendency, largely through sheer embarrassment.
I have the ballistics of the situation already worked out; that is, what'll happen if the players don't come up with anything.
The elvish incomers will go to war, taking what of the humans they can con into attacking now with them as cannon fodder. They're not as subtle as they ought to be, and they'll take heavy losses.
The native elves with a large tranche of moderate humans will try to pull their collective behind out of the fire, and do fairly well up to a point.
The king will insist on taking charge himself, fight overly- dramatic pitched battles, and lose.
The frontier line will break, and the border provinces will fall, within two campaign seasons, the capital within three and the last strongholds of the kingdom within five. Then the pogrom begins again.
So, the big question; how do I get the players into a position to do something about this? What do I offer up to them to actually make a difference?
I have a preacher and a disciple, a shaman, a knight- banneret, a demon of a vanquished god, a renegade svartalf empath and a snotling horde in one group, a dwarf artificer, a kensei, a half-elf half- demon refugee and a wannabe-necromancer bard in the other. (Yes, I know. Thse lineups are subject to change.) Help?
I'm running a homebrew system twice a week with two different gaming groups, and things just got appallingly complicated.
It's not a game-mechanic or a numbers problem, it's in- universe politics, and I'd appreciate some advice on player steering, actually player empowerment.
The game setting is fantasy, powerful but not routine magic, fairly high intrigue, not quite thaumpunk but the idea has definitely occurred to a few people.
This is the situation; the characters mostly come from a kingdom, Kuquan, that is about to get involved in a major war.
Their enemies-to-be are a group of closely related states to the south, the five kingdoms of Zarthan. (it was only well after it was too late to change that I realised I had stolen this from H. Beam Piper.)
The historical model I was using for the Zarthani was Spain in the final stages of the Reconquista- with the elvish people standing in for the Moors. High, Great, Edral, Austral and Further Zarthan are raging hotbeds of human xenophobia, they have a large standing army- the elves were expelled by force- and the only land border they have is with Kuquan.
Most of the elves who didn't die or escape by sea went to stay with their relatives in Kuquan, which has a substantial minority of elves who have significant cultural and legal influence. This is a year after the final expulsion happened, so the incomer elves who haven't moved further on are the militant nutters who want their lands back.
The local elves are not best pleased by all of this, and while kin is kin, it is duty, not friendship- they reckon the incomers have been warped by the need to fight, some of them have spent their entire lives under arms and are almost as hate- filled as the Zarthani. The incomers and locals are from two very diferent political cultures.
Raw numbers favour the locals, numbers under arms favour the incomers. The joker in the pack is the svartalfven, (dark elves- well, "Drow" is product identity after all) who have been living underground for some time now, and are more or less openly bidding to side with the humans, to keep this lunatic lot in check.
There are a few dwarves, too.
The king of Kuquan is widely renowned as a fool. He has a fine notion of chivalry and a high idea of what a leader ought to be, and it completely passes over his head that he isn't it. He can't hold the affection of his greater nobility; doesn't even really understand that he has to try, which should illustrate the scale of the problem.
The king's younger brother is not an idiot, but he is of the opinion that if he does for instance, kill his brother the king, the kingdom would come apart- open regicide would do more harm than good. He's probably right.
The former fourth in line to the throne was recently executed for treason- and quite right too. The third in line, next after the two brothers, is the King's daughter, a fifteen year old girl.
The actual balance of forces is heavily in favour of the Zarthani. Without nonhuman aid, Kuquan would last two summers at most, not that the King realises this.
The problems are; loyalty of the nobility to the king.
Regicide on the eve of a war of survival.
The elves heading in at least two different directions.
Existing bad blood due to a few minor incidents.
Very adept Svartalf string pulling- they already broke the back of the local militant tendency, largely through sheer embarrassment.
I have the ballistics of the situation already worked out; that is, what'll happen if the players don't come up with anything.
The elvish incomers will go to war, taking what of the humans they can con into attacking now with them as cannon fodder. They're not as subtle as they ought to be, and they'll take heavy losses.
The native elves with a large tranche of moderate humans will try to pull their collective behind out of the fire, and do fairly well up to a point.
The king will insist on taking charge himself, fight overly- dramatic pitched battles, and lose.
The frontier line will break, and the border provinces will fall, within two campaign seasons, the capital within three and the last strongholds of the kingdom within five. Then the pogrom begins again.
So, the big question; how do I get the players into a position to do something about this? What do I offer up to them to actually make a difference?
I have a preacher and a disciple, a shaman, a knight- banneret, a demon of a vanquished god, a renegade svartalf empath and a snotling horde in one group, a dwarf artificer, a kensei, a half-elf half- demon refugee and a wannabe-necromancer bard in the other. (Yes, I know. Thse lineups are subject to change.) Help?