DiscipleofBob
2018-09-23, 11:40 PM
The short version: my players are transitioning into a phase of the campaign where they have to play politics, and I'm looking for ideas on how to handle the politics and running of a country.
They'll hopefully get their benefactor, basically the police chief of a magical arcane wizard nation, out of political hot water while negotiating with ambitious politicians each with their own special interests. Eventually they'll have to deal with the benefits and consequences of allying or making enemies with each politician, and the impact on the wizard nation they're representing, including the budget of the country, all while going out and doing additional missions for said nation.
Has anyone ever run or played in a nation building/running 5e game? What sort of rules do you use? How do you handle things like running the economy of a nation so the players understand their impact on the nation's welfare?
Long version for those curious for details:
The campaign started in Arcadia, a collection of magical floating islands run by wizards who founded the nation so they could practice their magic and research without the interference of other nations. It consists of one large island, Arcadia Prime, surrounded by eight smaller islands each housing the wizard school for a particular specialization. These eight islands used to be located in other nations across the world but were teleported and levitated to Arcardia.
The party consists of Navarra, an elf librarian from Delphi, the island of divination; Solomon, an Aasimar Cleric of Boccob (the deity of arcane magic for this setting) whose aunt is the high priestess of Boccob, Captain Troy Z'rand, a human eldritch fighter of noble blood who is part of a contingent of eldritch fighters meant to train with the wizards of Arcadia, Finn Bane, a human arcane trickster who works with a few international trade guilds (totally not criminal syndicates) that focus on the arcane component and magical item trade, Alexias, a Tabaxi paladin of Bahamut who is exactly as out of place as you'd expect, and new member Harrol, a halfling college of blades bard/battlemaster fighter performer & duelist searching the islands of Arcadia for his lost love. There was also Winslow, a kenku Hexblade with a sentient scythe, but he was killed during the campaign. His player is now the halfling bard.
First thing that happens, during the new year's festival, a bunch of wild magic sorcerers attacked causing chaos and triggering Arcadia's secret defense, a powerful spell which sends all the islands back to their original location and surrounds them in a forcefield that prevents teleportation and communication magics. Only the archmages of each island were supposed to know about this defense measure and it had never actually been tested. There was supposed to be an artifact that each archmage could use for emergency communication and teleportation, but Arcadia Prime was unable to contact any of the other islands. So while the islands were theoretically safe from outside threats, no one had any way of knowing whether the other islands were safe, or who might be responsible for all of this.
The only archmage on Arcadia Prime was Judicia Jurian, the elven archmage of Abjuration and leader of Arcadia's local law enforcement, the Abjurity Officers. She couldn't even contact her home island, so she was forced to send a small group of trusted individuals (and a few other people to spare for support) out to investigate the other islands. The problem was by herself she technically didn't have the authority to issue such a mission, so the party had to find a way off the island on their own. Airships were grounded due to the paranoia from the recent attack, so while they managed to escape with one of the docked airships, they weren't as successful in doing so unnoticed.
After some travel, they managed to reach one of the islands, Delphi, the island of divination. Its forcefield kept them from physically entering, but the party managed to get through by mean of secret tunnel and eventually managed to activate a crystal orb that restored limited teleportation communication to Arcadia Prime.
Now they've just returned to Arcadia Prime and the political situation is tense. Without the rest of the archmages, a number of officials representing other factions and special interests within Arcadia have formed an emergency council, and Judicia has been the subject of weeks of investigation and hearings. Before the party returned, the council had every intention of removing as much power from Judicia as possible as that would give them more political power for themselves. Now that the party has returned and produced results, the individual council members now have to rethink their strategies if any of them want to remain in power.
The council members are as follows:
Yoichi Zelaniel: An elf with long good standing in Arcadia and the primary instructor in the arts of arcane archery. He represents elven interests and would like to see Arcadia open up more trade with the elven nation of Wildhearth, but beyond that prefers an isolationist approach to other nations.
Fantiz Mal: A merchant from the desert country of Scarabia who has been elected by various guilds to represent mercantile interests. He would love nothing more than for Judicia's law enforcement officers to be stripped of their powers so his people can trade and smuggle without obstacles.
Commander El-Tumuh: A tiefling eldritch fighter from the tiefling nation of Pyrenobel. She's the commander of the largest faction of eldritch fighters and their defacto representative. She would love to replace the law enforcement officers of Arcadia with her own military forces. There's also the possibility that she's in league with devils that run parts of Pyrenobel.
Prestige Calatressa: The high priestess of Boccob and aunt to the party cleric. She doesn't have much interest in politics but attends the council out of obligation and to make sure that nothing bad happens to her church as the result of shifting politics.
Josefi Apollodorus the Lyre: An elven bard of lore representing the five bardic colleges. Not taken seriously by the wizards of Arcadia, she would love to have the bardic colleges formally represented in Arcadia. Judicia has some rightful concerns about bards learning and spreading the type of arcane knowledge that really shouldn't be spread.
Tyran Zaurus: A dragonborn from the draconic nation of Khromferra, ruled by ancient dragons and second in magical items and research only to Arcadia. He would love to open up more trade routes and avenues to the draconic nation.
Gnedranya Amberdoors: A gnome ambassador from one of the few settlements in the Feywild who seeks to open up more trade and commerce with the Feywild.
Barnaby Goodwell: A researcher of fantastic beasts and where to find them ((sorry, had to)). He's more interested in creating and preserving habitats for various types of rare creatures, everything from magical beasts to aberrations, both in Arcadia and across the world. ((I might switch this one out if I can think of a more appropriate politician.))
I'm trying to think of good ways to roleplay these NPCs, the demands they make and the compromises they'd be willing to make, as well as the potential long-term ramifications some of their demands might have on the nation of Arcadia. If possible, I'd like to try and figure out what Arcadia's budget as a nation. How it can be extended. What happens when the players making deals with politicians end up spending more money than Arcadia actually has, especially when trade is currently limited.
They'll hopefully get their benefactor, basically the police chief of a magical arcane wizard nation, out of political hot water while negotiating with ambitious politicians each with their own special interests. Eventually they'll have to deal with the benefits and consequences of allying or making enemies with each politician, and the impact on the wizard nation they're representing, including the budget of the country, all while going out and doing additional missions for said nation.
Has anyone ever run or played in a nation building/running 5e game? What sort of rules do you use? How do you handle things like running the economy of a nation so the players understand their impact on the nation's welfare?
Long version for those curious for details:
The campaign started in Arcadia, a collection of magical floating islands run by wizards who founded the nation so they could practice their magic and research without the interference of other nations. It consists of one large island, Arcadia Prime, surrounded by eight smaller islands each housing the wizard school for a particular specialization. These eight islands used to be located in other nations across the world but were teleported and levitated to Arcardia.
The party consists of Navarra, an elf librarian from Delphi, the island of divination; Solomon, an Aasimar Cleric of Boccob (the deity of arcane magic for this setting) whose aunt is the high priestess of Boccob, Captain Troy Z'rand, a human eldritch fighter of noble blood who is part of a contingent of eldritch fighters meant to train with the wizards of Arcadia, Finn Bane, a human arcane trickster who works with a few international trade guilds (totally not criminal syndicates) that focus on the arcane component and magical item trade, Alexias, a Tabaxi paladin of Bahamut who is exactly as out of place as you'd expect, and new member Harrol, a halfling college of blades bard/battlemaster fighter performer & duelist searching the islands of Arcadia for his lost love. There was also Winslow, a kenku Hexblade with a sentient scythe, but he was killed during the campaign. His player is now the halfling bard.
First thing that happens, during the new year's festival, a bunch of wild magic sorcerers attacked causing chaos and triggering Arcadia's secret defense, a powerful spell which sends all the islands back to their original location and surrounds them in a forcefield that prevents teleportation and communication magics. Only the archmages of each island were supposed to know about this defense measure and it had never actually been tested. There was supposed to be an artifact that each archmage could use for emergency communication and teleportation, but Arcadia Prime was unable to contact any of the other islands. So while the islands were theoretically safe from outside threats, no one had any way of knowing whether the other islands were safe, or who might be responsible for all of this.
The only archmage on Arcadia Prime was Judicia Jurian, the elven archmage of Abjuration and leader of Arcadia's local law enforcement, the Abjurity Officers. She couldn't even contact her home island, so she was forced to send a small group of trusted individuals (and a few other people to spare for support) out to investigate the other islands. The problem was by herself she technically didn't have the authority to issue such a mission, so the party had to find a way off the island on their own. Airships were grounded due to the paranoia from the recent attack, so while they managed to escape with one of the docked airships, they weren't as successful in doing so unnoticed.
After some travel, they managed to reach one of the islands, Delphi, the island of divination. Its forcefield kept them from physically entering, but the party managed to get through by mean of secret tunnel and eventually managed to activate a crystal orb that restored limited teleportation communication to Arcadia Prime.
Now they've just returned to Arcadia Prime and the political situation is tense. Without the rest of the archmages, a number of officials representing other factions and special interests within Arcadia have formed an emergency council, and Judicia has been the subject of weeks of investigation and hearings. Before the party returned, the council had every intention of removing as much power from Judicia as possible as that would give them more political power for themselves. Now that the party has returned and produced results, the individual council members now have to rethink their strategies if any of them want to remain in power.
The council members are as follows:
Yoichi Zelaniel: An elf with long good standing in Arcadia and the primary instructor in the arts of arcane archery. He represents elven interests and would like to see Arcadia open up more trade with the elven nation of Wildhearth, but beyond that prefers an isolationist approach to other nations.
Fantiz Mal: A merchant from the desert country of Scarabia who has been elected by various guilds to represent mercantile interests. He would love nothing more than for Judicia's law enforcement officers to be stripped of their powers so his people can trade and smuggle without obstacles.
Commander El-Tumuh: A tiefling eldritch fighter from the tiefling nation of Pyrenobel. She's the commander of the largest faction of eldritch fighters and their defacto representative. She would love to replace the law enforcement officers of Arcadia with her own military forces. There's also the possibility that she's in league with devils that run parts of Pyrenobel.
Prestige Calatressa: The high priestess of Boccob and aunt to the party cleric. She doesn't have much interest in politics but attends the council out of obligation and to make sure that nothing bad happens to her church as the result of shifting politics.
Josefi Apollodorus the Lyre: An elven bard of lore representing the five bardic colleges. Not taken seriously by the wizards of Arcadia, she would love to have the bardic colleges formally represented in Arcadia. Judicia has some rightful concerns about bards learning and spreading the type of arcane knowledge that really shouldn't be spread.
Tyran Zaurus: A dragonborn from the draconic nation of Khromferra, ruled by ancient dragons and second in magical items and research only to Arcadia. He would love to open up more trade routes and avenues to the draconic nation.
Gnedranya Amberdoors: A gnome ambassador from one of the few settlements in the Feywild who seeks to open up more trade and commerce with the Feywild.
Barnaby Goodwell: A researcher of fantastic beasts and where to find them ((sorry, had to)). He's more interested in creating and preserving habitats for various types of rare creatures, everything from magical beasts to aberrations, both in Arcadia and across the world. ((I might switch this one out if I can think of a more appropriate politician.))
I'm trying to think of good ways to roleplay these NPCs, the demands they make and the compromises they'd be willing to make, as well as the potential long-term ramifications some of their demands might have on the nation of Arcadia. If possible, I'd like to try and figure out what Arcadia's budget as a nation. How it can be extended. What happens when the players making deals with politicians end up spending more money than Arcadia actually has, especially when trade is currently limited.