- B
A: For deeply political tabletop campaigns, it takes a special kind of
group and a special kind of game. Just the sound of some of
the things Bugsy describes sound daunting, at least to me. But it can certainly be done, and done well, within a sword-and-sorcery setting, but that isn’t everyone’s crab juice cup of tea getting dumped into the harbor. Surprisingly, though, it actually has come up in
some games that I’ve run. Most recently, players' actions have caused
the mayor of a frontier settlement to skip town, leaving the place without any kind of leader. Instead of leaving and letting the town figure it out on
their own, or taking control themselves, the group decided to press the
remaining citizens into forming a town council made up of the local
shopkeeps and other figures of importance. How that's going to play out moving
forward, the players have yet to discover, but it certainly wouldn't
have gone that way without their interference. Unless you want politics
and government to play a significant role in your games, this is
probably the best way to go. Take it there when your players push you
to, and figure out repercussions later.
That may sound like a
lazy approach, though... and it probably is. We’re talking about moving fantasy
forward, after all, and we can’t leave that entirely to the players, can we? But do you really want to put in that significant amount of work? While you’re
fully welcome to spend that time and try out any form of government you
like in your games, the more important factor is, as always, the people involved. As
mentioned above, that might be your king, emperor or other
monarch, even down to the members of that tiny town council. Who are
these people... and what happens when they get replaced? This could happen
in any number of ways: a timely death, a usurper, assassination,
regicide (if you know the name of the king or queen being murdered
please press 1), or even election. How does this change of ruler, even if it still leaves the same kind of government in place, change your tabletop world? Will there
be fear or celebration? The people may hold a parade, a coronation,
a funeral or (again) an election. The players don’t have to be involved directly in all this to hear
and see it going on in the background. Does this require a ton of work?
Only as much as you're willing to put into it. Will it make your players feel
like their character’s worlds are changing and things will never be the
same? Only you’ll be able to judge that, and your mileage may vary, but
there is a good chance they’ll feel your effort.
But, unless your monarch simply bought a crown and started calling himself King, a Kingdom is more than its ruler and a powerful few in the immediate vicinity. There's got to be some kind of provincial leadership as well, such as Andy's absconded mayor and the town council that replaced him. As far as actual sections of land, if we're assuming something similar to medieval Europe, there will be feudal lords (nobility with some connection to the ruling monarchy) and the people that work for them. Hardly the most egalitarian of systems, and, depending on the current circumstances, ripe for upset.... which characters can always find themselves in the middle of! Just starting with this as a facsimile of our own history, and the all the twists and turns it offers, presents many opportunities for backstory at the very least, as well as current motivations and complicating factors. They need to get somewhere, for instance, but the region they go through is on the verge of revolution due to a famine and a monarchy that refuses to help. Do the characters keep to themselves and hope to get through alive? Do they take part, on either side? They're likely to be remembered either way, which will have its effect on future visits and the areas nearby.But that's still limiting ourselves to history as we know it, and fantasy, regardless of idiom, is supposed to be... well, fantastic. There's magic! And monsters! And no real reason to limit ourselves, save what we're able to to imagine and get across. The King's advisors are all ghosts or demons who have been keeping things running (and stagnant) for hundreds of years), the first step towards progress will involve a quick exorcism. We're unlikely to see a modern democracy without the printing press (and a sufficiently literate populace), but what if votes were cast by sending out fairies, or sending gnomes from home to home. Cities or countries with multi-species populations might want to have one of each represented in office... assuming they're all equal, and there's plenty to explore if there's oppression of one group or another. Or maybe the leadership is assumed by a non-human being with an exceedingly long life-span, a dragon, for instance - how would that affect the day-to-day lives of the inhabitants?
Because, as Andy so eloquently put, this is about people (human or otherwise). Imaginary exercises in long-term political growth can be fun for the person doing the imagining, but without showing the way this manifests in your fantasy world, it won't be any use in a game or story. We've already mentioned how changes and upheavals in leadership can be used in character backstory or in the complexities of plot, but how do make it feel like more than gimmick? If the idea is to move fantasy forward, how can keep our sweeping societal shifts from just being the flavor of the week? The keys here, I think, are thoughtfulness and consistency. These are changes that reach into every aspect of the lives of people living with them, small and large. Take a moment's consideration how that might be apparent in each detail you share. It might not directly appear in every conversation ("hey, remember that time last week when the King turned out to be a shapeshifting imposter and Parliamentary leadership assumed control until the real King could be located?") but the knock-on effects will be there all the same ("look, these prices are the best I can do. With all the ruckus, imports have dried right up.") And if you keep these things consistent, the changes will feel more like a real part of the world. And making that world real and complete is a great way to combat that "Been There, Done That" feeling that started this whole things off. Move fantasy forward by making it yours, not just the stock recipe you've been handed. New and exciting doesn't have to be wildly different, but it does need that touch of the unexpected, the chaotic. Because, after all, that's why we do these things.
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