Oracle:
Anholt, when you say "rules for personal intrigue" do you mean between players or NPCs?
I assume NPCs, and thought that a NPC having their own goals and willingness to pursue them was enough to generate intrigue.
Are you thinking of something more on the lines of Apocalypse World?
Or maybe the escalation mechanic in Dogs in the Vineyard?
Both PCs and NPCs.
Intrigue between NPCs can be relatively straightforward, since the GM is at least one of the parties involved, but I also want a mechanic that enables intrigue to be carried out between PCs. Pure Freeform and pure Mechanics both have disadvantages.
eg. Freeform:
My PC wants to seduce your PC.
He’s got no chance.
But he’s very persuasive.
He’ll never be persuasive enough.
etc, etc,
ad nauseum
Mechanical:
My PC wants to seduce your PC.
<rolls dice>
2D6 for 12. Yes!! your PC is my PC's
fruit-puppet until I say otherwise.
Seduction always makes for an evocative example, but there are many other types of intrigue with similar stakes: court trials, peace negotiations, toadying...
I’ve seen a number of systems that try to deal with this, using voting systems, bidding systems, etc, along with cards or dice, but I haven’t found that elusive ‘Goldilocks Formula’ yet - something real enough to allow for the unexpected or undesirable to happen, yet fair enough to be acceptable to players whose characters may be influenced by someone else’s intrigues.
I don’t want a situation in my game where Players walk from the game because an Intrigue outcome is unacceptable to them, yet I don’t want a situation where Intrigue is bland and ineffectual. It must matter, but not matter too much. Some of this is about choosing the right players, but some is about choosing the right rules.
Chance doesn’t seem to be acceptable to most players. People want to feel that they had some influence over the outcome, that they were able to ‘do their best’ for their character in some tangible way, that they were able to ‘put up a good fight’ even if the final result went against them, and often, just rolling dice and adding a few modifiers doesn’t feel like they had any real choice over what happened to their character, even though it works for combat. Strangely (or not), many players can accept character death more readily than character submission, and intrigue can create more arguments than combat.
Using Alex's example, perhaps an Intrigue, carried out by the Captain of the Guard, would have a greater effect than issuing orders to his men. Mooks would simply roll dice for a standard outcome, but if the Captain took a personal hand in matters, something far more interesting could arise.
However, I’m trying not to hog this conversation with too much input about what
I'm seeking. Alex put out a query and joined us here to seek information that would benefit her and her friend Prismwind. How can we help
you, Alex? What are you looking for? What game systems have you tried, apart from Pendragon? What advantages and disadvantages have you found?