So there was this thread
not long ago that happened. Its got lots of good suggestions of what games have a system that successfully models political intrigue type situations. Some examples given of "intrigue-able" system elements are social combat, multitudinous factions, negotiation mechanics, and NPCs that have their own goals.
I guess I'm not looking for a game system in particular that would help with running political intrigue type stories, but rather a GM technique that people use to create these types of situations. Where do you start? Do you utilize other thought processes besides these simple ingredients noted above?
The way I usually do this is kinda with DITV and IAWA in mind. Create a town with a bunch of characters. Create conflicts (at least 3 opposing ones). Figure out what the NPCs want from the characters. Create conflicting best interests. Go! But I'm finding this to be somewhat lacking sometimes... I go off on tangents about issues people don't care about, or create NPCs that are weird in play, or create fairly unoriginal set-ups that are obvious in the themes they're discussing.
Is there a technique that you use that you find uber simple and easy? How do you create situations like this that revolve around the themes of the game you're running? How do you get the PCs to shine? Do you make charts, maps, sketches, improvise, create index cards, use secrets as a mechanic?
I know "political intrigue" is a bit of a vague definition. I'm thinking of Rome, The Tudors, even Battlestar Galactica to a certain extent... political intrigue that involves the use of politicking and political maneuvering in some kind of government, organization, or court, overheard conversations, breaking and entering, social manipulation, backstabbing, romance, action and adventure.
If you can link me, please do! I searched for this topic, and didn't really find any discussions. Thanks!