This summary provides an overview of key points about running political and intrigue-heavy roleplaying games from the document:
1) Political games involve players taking influential roles where their actions impact the balance of power between factions vying for control. Intrigue focuses on using secrets, lies, favors, and social pressure for political gain.
2) Safety is especially important for politically and socially focused games, so consent and discomfort should be taken seriously with safety signals for players.
3) A session zero discusses expectations to understand players' comfort levels and examples of exciting scenarios for their characters in the political world.
4) Players' real-life skills should not limit their characters - a shy player can still
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Games of
This summary provides an overview of key points about running political and intrigue-heavy roleplaying games from the document:
1) Political games involve players taking influential roles where their actions impact the balance of power between factions vying for control. Intrigue focuses on using secrets, lies, favors, and social pressure for political gain.
2) Safety is especially important for politically and socially focused games, so consent and discomfort should be taken seriously with safety signals for players.
3) A session zero discusses expectations to understand players' comfort levels and examples of exciting scenarios for their characters in the political world.
4) Players' real-life skills should not limit their characters - a shy player can still
We take content rights seriously. If you suspect this is your content, claim it here.
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Games of
Discourse“Isn’t it a pity,” mumbled Kakita Ryoku to her pillow,
“when a young lady takes her lover’s leave, but insists on properly padding her robes and perfecting her makeup first?” Ide Qutlugh’s hands froze on her obi’s knot as she knelt before the mirror. “But at Kyūden Doji,” she whispered, “protocol is everything. Surely even… now…I must not be seen in dishabille?” “Then again,” Ryoku said, curling her body against Qutlugh’s leg, “it’s quite understandable that youths, new to such experiences, might confuse propriety and courtesy in this way.” Qutlugh frowned. “I don’t catch your meaning,” she said after a moment. Ryoku sounds like a passage from that salacious book she wrote, she thought. “On your walk back to your chambers, have a look around,” said Ryoku. She rested her cheek on Qutlugh’s knee, looking up into her eyes for the first time that morning. “This may not be Kyūden Shika, but you’ll be far from the only one returning from a furtive tryst. Some of them hurry along, their faces stolid masks, hats tied on too tightly, makeup strict as a geisha’s. How funny! Whom do they suppose they’re fooling?” Ryoku made a mock-serious face, and Qutlugh giggled. “Others stroll with confident languor, jackets loosely and lazily tied, hats carelessly askew. ‘We all know why we’re here,’ they say, without speaking a word. ‘Why regret it?’” “I see now. It sets others’ hearts at ease, and shows care for the circumstances.” Qutlugh grinned. “Not proper. But courteous.” “And,” Ryoku said, “it affords you more time to spend cuddling.” Twelve minutes later, Qutlugh slipped outside. She winked at the guard, whose mouth twitched into a faint smile. On her slow walk back, she bowed low to the Shinseist shrine’s head priest, who flushed and stammered a greeting as he returned the gesture before hurrying away. Before heading inside, she stopped by the fishpond to watch the sun rise behind the parapet, feeling very courteous indeed.Matthew Wynn (Order #20055116) Running The “Winter Court” Game This book contains a tool kit for running Legend of the Five Rings games focused on political conflict and high-powered intrigue. The Legend of the Five Rings core rulebook describes this style as the “Win- ter Court” game. A Winter Court adventure may fea- ture daring battles, mysterious exploration, and tense investigation, but these activities can easily be tied up in politics. In political play, each character’s personal success and failure is bound to the fate of a faction, such as their family, clan, or religious order. While the dramatic stakes and complex, unpredictable interac- tions of player and NPC decisions may seem intimidat- ing to GMs unused to improvisation, a political game can be extremely rewarding and is one of the most iconic Legend of the Five Rings experiences. The first section of this chapter offers tools, advice, and structure for political and intrigue-heavy games, with particular attention to in-character romance, engag- ing characters dedicated to subterfuge (such as shinobi), and spending in thematically relevant ways. This is followed by a discussion of Courtesy, one of Rokugan’s Seven Tenets of Bushidō, and of how it fits into Rokugani society. The chapter also includes new titles from the regions and courts described in earlier chapters and rules for expanded relationships in bonds. Politics, intrigue, and Player safety On page 122, this book discusses how to employ a set of signals or similar system that players may use to express their discomfort with content in the game. Such a system is particularly important for politically, socially, and especially romantically focused games. In addition to the fact that content in the fiction may be upsetting or distasteful, the analog gaming community and the excuse of “in-game content” have often been the delivery vector for harassment many players have experienced. Accordingly, it is wise to take safety and consent as seriously within the context of your hobby, as you would at a workplace or in public with strangers. running Political and intrigue-Heavy games Politics and intrigue, like combat and warfare, can go in many different directions. At its core, a political game casts the players as influential individuals whose actions change the balance of power among a number of factions struggling for influence and control. Political power may be taken and bartered through military or intellectual pursuits, but political maneuvering (the use of secrets, lies, favors, and social pressure) is perhaps most closely associated with intrigue. In this type of game, the GM and the players must work together and share information more proactively; it may seem counterintuitive, but intrigue play that relies heavily on secrets and misinformation actually requires the players at the table to be more honest with one another than usual. Knowing your Players Politics and intrigue can refer to many play styles. Fantasy novels and television have made factional politics—high powered, high stakes, and cutthroat— extremely popular. However, other players may be more familiar with spy dramas, which often focus on smaller-scale incidents, or with delicate social maneu- vering in the style of The Tale of Genji or The Pillow Book, which are more about interpersonal relation- ships than grand political drama. Before launching into a political game, it is a good idea to hold a “session zero” in which players and the GM get together and discuss their touchstones for political fiction. This is also a good time to establish expectations: what kind of politics does everyone want? Another useful question to ask is, “What is an excit- ing moment you can see your character participating in?” The answers you get help you calibrate the kind of content and conflicts you introduce to the game, as well as to guide character creation so players’ choices represent their intent. As you begin to create antago- nists and scenes for them, make sure that the duelist has the opportunity to show off their skill in high-stakes fencing matches, and the shinobi raised by a secretive mentor (who seems suspiciously like a tengu) in the for- est has verdant hunting grounds in which to shadow loose-lipped lords. Player SKills versus CHaracter SKills Keep in mind that players out of character do not have their characters’ skills, and that no one should expect this of the players. This concept seems obvious in the case of physical matters: it’s perfectly normal for a player with limited physical ability to play as an expert fencer with bulging muscles. When that character swings a sword at a foe, we don’t expect the player to be able to do the same out of character. But we should also remember that a character’s intellectual and social 121 CHAPTER 3: GAMES OF DISCOURSEMatthew Wynn (Order #20055116) capabilities may exceed their player’s—and this is okay! In some political roleplaying games, it is custom- ary for politics and socialization to be resolved through the players acting out all their characters’ words and actions in social contexts. This approach can be fun, but it means that the resolution of conflict in the fiction ends up relying on the players’ social and intellectual skills, not the characters’. This means that, for example, players who are less socially inclined, shy, or new to your social context, and who therefore have difficulty with demanding social situations, are not empowered to interact with the narrative. In L5R, it is okay for a shy or less self-assured player to field a political mastermind or a seductive charmer, just as it is okay for someone who lacks fencing skill to play a masterful duelist. A player who challenges them- self with a character who is different from them should not be penalized for that choice. 122 CHAPTER 3: GAMES OF DISCOURSE safety signals Signals are a predetermined way for players to let the group know they're not comfortable with what's going on in a game. What form this takes is up to your group. The simplest kind of safety signal involves an object players can lift or touch, a hand symbol they can make, or a code word they can say to express discomfort. The GM should make it clear that neither the person using the safety mech- anism nor the person whose content is to be modi- fied is to suffer censure for their action, and that the mechanism is there so the table can more safely explore sensitive or difficult topics like intimacy and violence with the knowledge that they have a way to watch out for one another’s well-being. While a simple system is sometimes best, you can also add some diversity to the symbols. You might have “red” (stop immediately), “yellow,” (this is fine but let’s not go further/speed up) and “green” (this is great/amp it up) symbols. Another option is to have different indicators for “let’s stop and discuss now,” “fast forward past this,” and “let’s replay that differently.” It is also good prac- tice to thank the person using the safety mechanic and the person whose content is to be edited for their honesty and good sportsmanship. Going against the apparent flow of a story to use a safety mechanism can be intimidating. The less the uncomfortable person is required to explain their discomfort, the better the system works. Explaining what they’re uncomfortable with or (worse yet) any traumatic experiences that led to their discomfort may worsen the situation. If there is any confusion about the matter (for instance, if other members of the group are unsure exactly what content they should avoid), the GM (or another intermediary the player feels comfort- able talking to) should offer the player a chance to privately explain so that the intermediary can out- line the boundaries for the benefit of the group. You may be nervous that an abusive player may intentionally misuse a safety mechanism to seize an unfair advantage for their character or to aggravate a player they do not like. This is a place where it is important to understand the difference between a safety mechanism such as this one and a traditional RPG game mechanic. While game mechanics should generally not be used to make the game less fun for other play- ers, they do have a gameplay element that can at times be adversarial between players, and that is okay as long as both players are okay with it. By contrast, the entire purpose of safety signals is to help everyone feel comfortable so they can have fun—and any player who uses it in bad faith should be reminded of that fact. If they persist in doing so after being asked to stop, that player might not be the best fit for your gaming group. lines and veils During your session zero (see Knowing Your Play- ers, on page 121), remind the table that their out-of-character comfort and safety are more import- ant than the quality or continuation of the game. Offer players an opportunity to set lines and veils. Lines are boundaries that state what content should never enter the game: for example, “no torture” or “no spider-based monsters.” Veils are boundaries that state that certain types of content may exist in the fiction but should never be described in detail: for example, “no descriptions of the specifics of torture” or “spider monsters can exist but shouldn’t be the primary enemy in a session.” Remind players that if they feel uncomfortable and need to step away from the table or the game—either temporarily or per- manently—the other players will respect them. Also, be sure to introduce the safety mechan- ics and confirm that all players understand and respect them.Matthew Wynn (Order #20055116) So, when you approach a climactic point in a social or political confrontation, always offer the option to use the dice to resolve it. If the players involved would pre- fer to continue speaking and acting in character, that’s their prerogative, but they must have the option to rely on the game’s mechanics instead. As a corollary, if you are an experienced roleplayer and you know your partner would prefer to continue without resorting to the mechanics, it’s doubly important that you make the gesture of asking the other player if they want to roll, even if you know the answer is no. Doing so is an act of courtesy toward any players present but not involved in the conflict who might be less confident in their acting skills. It shows that the more confident players at the table will not judge or think less of a player who does want to go to the dice. Player Knowledge of RoKugani Culture Similarly, L5R does not expect individuals out of char- acter to understand Japanese or Rokugani manners. Making reference to the fine points of etiquette—the height at which someone bows to someone else, the signs that a belt has been tied in haste, a sword held in an inopportune position to denote ease and lack of threat—can add fun and evocative detail to a scene. That said, all too often in gaming, these details are misused. If you know details about Rokugani culture, language, or etiquette (or about the real-world ideas from history, myth, literature, and film that inspired Rokugan, such as those from Japan), it’s okay to show off a little—but only a little. Do not assume other play- ers have the same context you do. Strike a balance between overloading them with information, and leav- ing them mystified as to what you are doing and why. Furthermore, be respectful of any real-world source concepts that inspired these details, and to the real people to whom those concepts might have differ- ent meanings. Ultimately, remember that the goal is to have fun, and while some amount of immersion in details of the setting can help that, it shouldn’t take over completely. PreParation witHout Planning A political game is more difficult to moderate than an action- or investigation-focused one. The challenges the GM presents to the players must be more multi- faceted than a monster or villain to be struck down, or a specific hidden truth to be uncovered. Political play works best when the players are presented with a diverse web of potential allies and enemies and are given a diverse set of approaches to achieving their goals. The traditional approach of contriving a series of scenes is unreliable at the best of times, and this is even more true in the dynamic social circumstances of a court game. While you must be ready to improvise in a highly social game, you can still do some advance preparation of a most enjoyable kind: inventing non- player characters and the factions they represent. QuicK PreParation for tHe First Session For your first session, keep to two or three major influ- ential NPCs and corresponding factions, with perhaps a handful of background characters whom you can later promote if your players latch on to them. For each faction, write some general notes about the following: $ What important resource they have that other factions might want: soldiers, rice, social cachet, secrets $ What they desperately need and cannot get without someone else’s help outside the faction $ Who their representative is $ What the representative is good at and uses to get their way $ What the representative desperately needs, independently from the faction $ A general conception of how their behavior and speech differ from those of other people at court, so that you feel comfortable speaking in character as this representative Your starting factions should be locked in some form of adversity with one another. The nature of the adversity is up to you, but it should be positioned such that if the player characters do not involve themselves somehow, the circumstances clearly and gradually grow worse and more intense in a way that is bad for the court in general. Setting up a situation rife with conflict this way allows you to hook the players organi- cally, since “everyone has orders from the Emperor” is a less reliable motivator at Winter Court. Let tHe Players Create Details Once you have enough details in play that the factions can make each other’s lives miserable if ignored, resist the urge to add too many specific details to the fac- tions and their representatives—or, if you do, do not 123 CHAPTER 3: GAMES OF DISCOURSEMatthew Wynn (Order #20055116) tie yourself to the details ahead of time. You do not yet know which ones the players will be interested in and investigate deeply. If you leave things flexible, you have the opportunity to add details that suit the play- ers’ actions and interests as the story develops. For example, you might not know until you see the players’ reaction to an NPC whether you want that NPC to be a support or an antagonist to the heroes. If the PCs are struggling to succeed and stay afloat, give the NPC heroic qualities and have them offer help for a price. If the PCs are lacking for antagonism, turn the NPC against them. failure and momentum As with most situations in Legend of the Five Rings, political games reward thinking about both success and failure as interesting. “Nothing happens” failure can break the momentum of the story. In politics, after all, nothing stays still for long; the different players are constantly dancing and moving around one another, and any individual’s failure is an opportunity for their enemies or allies. If a courtier makes a check to con- vince a representative of an enemy clan to help them against a common foe, then fails the check, “the other representative is not convinced” is not an especially interesting outcome. Instead, think of failures as other ways to move the situation forward. If Ikoma Tarō fails to convince Doji Yoshiko to join forces with him, have her capitalize on his failure. Have her threaten to reveal his vulnerabil- ity to mutual political enemies unless he concedes to some goal of hers, or have her attempt to draw other people into the conversation to support her position. You can even have the active character “fail for- ward”: their action fails, but comes with a new opportu- nity for accomplishing the goal in some other manner. Perhaps Doji Yoshiko is unconvinced, so she demands that Tarō shoulder the responsibility for the plan by staking a great deal of his personal reputation (glory) on a successful outcome. Perhaps she is in debt to a shinobi who has blackmail material on her, and though she cannot join Tarō's cause, she tells him that should he eliminate the enemy agent, she would be very glad to lend him aid. Dynamic failures of these kinds help keep the game moving forward in surprising and satisfying directions. A GM who relies on dynamic failures needs to prepare less in advance: each player’s successes and failures in the moment writes the plot for the GM, and the GM and the other players need merely follow along. romance and intimacy Presenting romance in a game requires a balance between too much subtlety (in which case no one notices) and too much clarity (in which case the romance seems awkward, dull, and possibly even intimidating). The process of introducing opportunities for romance to your players mirrors that of introducing a plot hook: give the players the chance to make interesting choices and see where their decisions take them. Adding romance to a game works differently for different players. Surprise and spontaneity are integral to some players’ understanding of romance because they allow the romance to generate a sense of won- der. However, others feel more comfortable with a predictable path for romance, perhaps even discussing the general arc in advance to alleviate possible ten- sion. Ask your players what they are most comfortable with, and then let them take the lead on advancing their characters’ romantic stories. If a player wants an NPC to take a more active role in courting their char- acter (rather than their character seeking the romance initially) you should still offer the player a chance to decide (and adjust) the tenor and form their suitor’s courtship takes. The potential for romance begins with character design. If you know your players particularly well, you may have prior experience to draw on in terms of cre- ating characters you know they’ll want to get involved with; however, if you don’t have much history with the players, creating romanceable NPCs is a more scatter- shot process. The “sandbox” approach, in which you present a number of possible options and then further develop those to which players latch on, is likely to be more reliable. In order for a player to develop an emotional connection with an NPC, you need to cre- ate a sense of their humanity—that there is more of an inner life to them than just the words that come out of the GM’s mouth. Three components contribute to this sensation: $ Confidence. It is a general principle that con- fidence is attractive, but the most attractive form of confidence to a modern player is a little different from Rokugan’s samurai standard. The culture of battle, honor, and glory in Rokugan means that most “brave” or “confident” samurai take these concepts to the point of foolhardiness. They want to be the most cel- ebrated poet in the province, or the first into the breach with no regard for their own safety, because they know that such audacity gets 124 CHAPTER 3: GAMES OF DISCOURSEMatthew Wynn (Order #20055116) them recognized by samurai of higher station who can offer them things they and their family need to survive downturns in their fortune and advance to higher station still. However, this kind of confidence isn’t as useful for romantic situations. A quieter, more steady confidence is a better choice. Think about ways your char- acter can show confidence and vulnerability at the same time: by showing honesty about feel- ings of uncertainty or sadness, for example. $ Competence or Interest. Simply put, the NPC should have something going on in their life that continues to be important to them even if they become romantically involved with a PC. The NPC should be very skilled in at least one area, or extremely passionate about something (even if they aren’t especially skilled). This quality isn’t really important for the purposes of impressing the PC or their player. It’s more important to give the NPC a sense of indepen- dent life and passion—the idea that they’re a real person with a history and a life of their own. Showing what the NPC is good at is a strong opportunity to show what they care about. Their competence need not be in a tra- ditional realm such as combat or artistic expres- sion, though those are definite possibilities. A character who is good with children or animals, who is a good listener or offers wise advice in times of trouble, or even who shows unusual diligence in the practice of an art at which they will never be the best are all viable options. $ Vulnerability. Most NPCs should have vulner- abilities—things they need, goals they cannot achieve on their own—to allow the PCs to interact with them meaningfully. This quality motivates the NPCs to seek PC contact and ensures that the PCs remain the focus of the adventure. Believable vulnerability, in the form of realistic weaknesses, anxieties, and troubles, gives a character realism and human- ity, which are crucial to the formation of an emotional connection.