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    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Is a world primarily focused on intrigue and politics widely sustainable?

    Some observations:

    -First, there are less "Default" enemies to fight unless a country is at war. One way to adapt would be to give other types of enemies elsewhere- criminals, maybe players can find some sort of equivalent to a privateer arrangement. If you opt to reduce combats significantly, you might want to shop around for systems a bit- D&D's noncombat rules are pretty anemic, and it's very much built around a paradigm of dungeons and "dungeons". For example, the mechanism of spells-per-day and "rests" (system-dependent) is designed for a particular scale of time pressure which may not exist in an intrigue game.

    -Second, an environment in which a single group of adventurers can set off a war by accident puts players under a lot of pressure if they have to continuously worry about setting off a war- they might simply resolve the issue by not caring about it rather than considering all the ramifications involved. A game where you can't do anything for fear of setting off the much stronger powers-that-be is no fun. You might consider providing some cushion before a full-scale war erupts, and let them know about tensions as they rise so they have some time to back off or reconsider.

    -Eliminating alignment is pretty easy to do- it either does nothing in some editions, or requires some minor class/spell tweaks in others.
    Last edited by aimlessPolymath; 2020-05-04 at 04:40 PM.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.