NowhereMan583
2012-01-09, 11:29 PM
I got this idea from these forums a while back, but I cannot for the life of me find the original thread. If anyone can point me to it, I'd appreciate that.
I'm planning to start a campaign in the next couple weeks in which there are essentially two entirely different games going on at the same time. The first is the standard "group of adventurers" setup (five players, D&D 3.5, but that's not important). The second is a group of five other players, of which the first five know nothing, controlling the political maneuvers of five major powers of the campaign. Neither group is aware of what the other is doing unless it affects them directly. (This is facilitated by the fact that none of the players in the first group have ever met any of the players in the second group, and they live hundreds of miles away from each other -- the second group's actions will be conducted via e-mail.)
The idea behind this arrangement is to keep the development of the plot somewhat unpredictable, and to give the background events of the campaign a life of their own. It also gives me a way to involve some people from my old group, which I left behind when I moved, in a campaign I'm running now.
My reason for starting this topic is to solicit some ideas regarding the rules by which the second, political-maneuvering, game would be conducted. I would also like to know if there is a pre-existing system that could be used for this. I was originally planning to borrow heavily from the system I remember being described in the thread I remember seeing here earlier, but, as stated earlier, I can't find it.
Thank you for your help.
I'm planning to start a campaign in the next couple weeks in which there are essentially two entirely different games going on at the same time. The first is the standard "group of adventurers" setup (five players, D&D 3.5, but that's not important). The second is a group of five other players, of which the first five know nothing, controlling the political maneuvers of five major powers of the campaign. Neither group is aware of what the other is doing unless it affects them directly. (This is facilitated by the fact that none of the players in the first group have ever met any of the players in the second group, and they live hundreds of miles away from each other -- the second group's actions will be conducted via e-mail.)
The idea behind this arrangement is to keep the development of the plot somewhat unpredictable, and to give the background events of the campaign a life of their own. It also gives me a way to involve some people from my old group, which I left behind when I moved, in a campaign I'm running now.
My reason for starting this topic is to solicit some ideas regarding the rules by which the second, political-maneuvering, game would be conducted. I would also like to know if there is a pre-existing system that could be used for this. I was originally planning to borrow heavily from the system I remember being described in the thread I remember seeing here earlier, but, as stated earlier, I can't find it.
Thank you for your help.