Waldmarschallin
2015-04-04, 03:59 PM
I know many of us struggle with how best to represent the machinations and affairs of state in our D/D worlds. As part of the world I've been using for the past 6 years, I've created rules to determine each party's share of the electorate in elections every 5 years Lots of my storylines have required statting out government officials,, and options realistically available to the PCs, esp at high level where they're more likely to be sent on missions by the government, not just the local townsfolk, are greatly affected by who is in power.
The times this plot element has worked its best was a two and a half quests long plot over a proposal to give goblinoids citizenship. with this forming a major part of last year's campaign (and the year before being largely dedicated to exposing the relationship between then-Prime Minister Lindcross of the Nationalist Party and the disappearance (later revealed to be genocide) of the Halfling separatist movement. (That latter plot culminated in a street battle between Nationalist henchmen and the police while the adventurers raced through the streets of the capital and smashed into the PM's office, riding the Chief Justice all the way- the Chief Justice of the High Court is constitutionally required to be a dragon) and this required snap elections afterward.
As you can see, this requires some odd skills, and uses some 3.0 material (the innuendo skill). PCs can easily take significant ranks in these requisite skills and end up in positions of importance. In the most frequently used country in my world (the Realm of Wisland) the overwhelming majority of adventurers are political paramilitaries, who are employed and supplied by the political parties, of which 4 are presently in the Parliament. My goal for this was to make who was in office an accountable system like any other skill, while giving PCs a chance to engage with something that's very important to me personally. It has worked wonderfully, esp. as we use our own expansions to the affiliation rolls to handle government level decisions. I hope you find it interesting.
PCs and Elections.
Election-each party makes a knowledge, government and elections (nobility and royalty) roll multiplied by the default share of the electorate. A variety of modifiers may be applied to this roll. (after multiplication by the decimal, not before). The percentages thus received ought to be as closely followed in apportioning the membership of the Parliament as possible (add all scores and determine percentages). Alternately, add the total percentages rolled, and re calculate the revised score.
Stumping – each party may make a total of six attempts, or one per week of the election. This can be handled by the party leader, reflecting her prowess at speaking and inspiring others to speak. Perform Oratory: DC 10 -1, DC 15, +0, DC 20 +2, DC 25 +4, DC 30 +6
Debates- one per election unless negotiations for more are successful. Make opposed initiative and perform Oratory checks (totalling the sum for each candidate) , with the winner receiving a boost of +2. All who fall short by 5 or more take a -2 penalty, all who fall short by 10 or more take a -6 penalty.
Campaign strategy. Make a knowledge: campaigns and government (nobility and royalty) upon the commencement of the election. DC 15 for adequate planning. Anything below that results in a -2 penalty. A roll of 20 or higher lends a bonus of +2, a roll of 30 gives + 4. Candidates may shift strategy in mid – campaign, but this is difficult to execute gracefully. One “reboot” attempt is allowed every 2 weeks, or 3 per campaign, and each attempt adjusts the DCs up by 5.
campaign management- appraise dc 20 or suffer -2 penalty, 35 for +2- national campaigns only- this is managing underlings
Advertisements – innuendo check DC 20 to add +1, DC 30 to add +2.
The times this plot element has worked its best was a two and a half quests long plot over a proposal to give goblinoids citizenship. with this forming a major part of last year's campaign (and the year before being largely dedicated to exposing the relationship between then-Prime Minister Lindcross of the Nationalist Party and the disappearance (later revealed to be genocide) of the Halfling separatist movement. (That latter plot culminated in a street battle between Nationalist henchmen and the police while the adventurers raced through the streets of the capital and smashed into the PM's office, riding the Chief Justice all the way- the Chief Justice of the High Court is constitutionally required to be a dragon) and this required snap elections afterward.
As you can see, this requires some odd skills, and uses some 3.0 material (the innuendo skill). PCs can easily take significant ranks in these requisite skills and end up in positions of importance. In the most frequently used country in my world (the Realm of Wisland) the overwhelming majority of adventurers are political paramilitaries, who are employed and supplied by the political parties, of which 4 are presently in the Parliament. My goal for this was to make who was in office an accountable system like any other skill, while giving PCs a chance to engage with something that's very important to me personally. It has worked wonderfully, esp. as we use our own expansions to the affiliation rolls to handle government level decisions. I hope you find it interesting.
PCs and Elections.
Election-each party makes a knowledge, government and elections (nobility and royalty) roll multiplied by the default share of the electorate. A variety of modifiers may be applied to this roll. (after multiplication by the decimal, not before). The percentages thus received ought to be as closely followed in apportioning the membership of the Parliament as possible (add all scores and determine percentages). Alternately, add the total percentages rolled, and re calculate the revised score.
Stumping – each party may make a total of six attempts, or one per week of the election. This can be handled by the party leader, reflecting her prowess at speaking and inspiring others to speak. Perform Oratory: DC 10 -1, DC 15, +0, DC 20 +2, DC 25 +4, DC 30 +6
Debates- one per election unless negotiations for more are successful. Make opposed initiative and perform Oratory checks (totalling the sum for each candidate) , with the winner receiving a boost of +2. All who fall short by 5 or more take a -2 penalty, all who fall short by 10 or more take a -6 penalty.
Campaign strategy. Make a knowledge: campaigns and government (nobility and royalty) upon the commencement of the election. DC 15 for adequate planning. Anything below that results in a -2 penalty. A roll of 20 or higher lends a bonus of +2, a roll of 30 gives + 4. Candidates may shift strategy in mid – campaign, but this is difficult to execute gracefully. One “reboot” attempt is allowed every 2 weeks, or 3 per campaign, and each attempt adjusts the DCs up by 5.
campaign management- appraise dc 20 or suffer -2 penalty, 35 for +2- national campaigns only- this is managing underlings
Advertisements – innuendo check DC 20 to add +1, DC 30 to add +2.