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Political Module

The template’s metadata:

---
# Template metadata
id: module_political
title: Political Module
type: module_political
level: module
purpose: Social maneuvering adventure with factions, intrigue, and reputation tracking
author: Mimir Team
# Module-specific metadata
module_number: 1
theme: "[Theme]"
tone: "Intrigue"
estimated_hours: 8
# Catalog references (machine-readable)
monsters:
# Political modules may have minimal combat
- encounter: assassination_attempt
name: Assassin
source: MM
quantity: 2
notes: "If things turn violent"
- encounter: faction_enforcers
name: "[Faction Muscle]"
source: MM
quantity: 4
notes: "Faction's armed supporters"
- encounter: coup_forces
name: "[Military Unit]"
source: MM
quantity: 6
notes: "If civil conflict erupts"
npcs:
# Political modules are extremely NPC-heavy
- role: faction_leader
name: "[Faction 1 Leader]"
source: campaign
location: "[Their power base]"
notes: "Goal: [What they want]"
- role: faction_leader
name: "[Faction 2 Leader]"
source: campaign
location: "[Their power base]"
notes: "Goal: [What they want]"
- role: faction_leader
name: "[Faction 3 Leader]"
source: campaign
location: "[Their power base]"
notes: "Goal: [What they want]"
- role: power_broker
name: "[The Kingmaker]"
source: campaign
location: "Neutral ground"
notes: "Everyone wants their support"
- role: wild_card
name: "[The Unpredictable One]"
source: campaign
location: "Various"
notes: "Shifts loyalty for advantage"
- role: idealist
name: "[The True Believer]"
source: campaign
location: "[Their cause's base]"
notes: "Won't compromise principles"
items:
- location: reward
name: "[Political Favor/Title]"
source: campaign
quantity: 1
notes: "Power is the reward"
- location: secret_document
name: "[Damaging Evidence]"
source: campaign
quantity: 1
notes: "Leverage over a faction"
variables:
- name: conflict_name
type: string
description: Name of the political conflict
default: "[Conflict Name]"
required: true
- name: module_number
type: number
description: Module number in campaign sequence
default: 1
required: true
---

Module {{module_number}}: {{conflict_name}}

Section titled “Module {{module_number}}: {{conflict_name}}”

Social maneuvering and faction-based adventure


Pitch: [One sentence describing the political conflict]

Central Conflict: [What power struggle is happening]

The Prize: [What everyone wants - throne, treaty, position, etc.]

The Deadline: [When decision must be made - coronation, vote, festival]

Estimated Play Time: [X hours - highly variable based on player choices]

Why PCs Are Involved: [Hired, caught up, personal stake]

What They’re Asked To Do: [Initial mission or role]

Hidden Agendas: [What they don’t know yet]

[ENTERING THE GAME] → [MANEUVERING] → [CRISIS] → [RESOLUTION]
(factions meet) (missions) (betrayals) (new order)

Current State: [Who has power now]

The Crisis: [What destabilized the status quo]

The Opportunity: [Why change is suddenly possible]

The Deadline: [When a decision will be forced]

Power Type Who Strength
Legitimate Authority [Who should rule by law/tradition] [Strong/Weak]
Actual Power [Who really controls things] [Strong/Weak]
Rising Power [Who wants to take over] [Growing]
Shadow Power [Who manipulates from behind] [Hidden]

Aspect Details
Leader [Name and title]
Public Goal [What they claim to want]
Secret Goal [What they really want]
Resources [Money, troops, influence, magic]
Weakness [Exploitable flaw]
Key Members [Important supporters]

What They Offer PCs:

  • [Reward or position]
  • [Access or information]
  • [Protection or resources]

What They Want From PCs:

  • [Service or task]
  • [Information or access]
  • [Elimination of rival]

Aspect Details
Leader [Name and title]
Public Goal [What they claim to want]
Secret Goal [What they really want]
Resources [Money, troops, influence, magic]
Weakness [Exploitable flaw]
Key Members [Important supporters]

What They Offer PCs:

  • [Reward or position]
  • [Access or information]
  • [Protection or resources]

What They Want From PCs:

  • [Service or task]
  • [Information or access]
  • [Elimination of rival]

Aspect Details
Leader [Name and title]
Public Goal [What they claim to want]
Secret Goal [What they really want]
Resources [Money, troops, influence, magic]
Weakness [Exploitable flaw]
Key Members [Important supporters]

What They Offer PCs:

  • [Reward or position]
  • [Access or information]
  • [Protection or resources]

What They Want From PCs:

  • [Service or task]
  • [Information or access]
  • [Elimination of rival]

Role: [Position that makes them influential]

Appears: [How they present publicly]

Actually: [Their true nature and agenda]

Pressure Points: [How to influence them]

Value: [Why factions court them]

Role: [Their official position]

Loyalty: [Shifts based on advantage]

Price: [What buys their support]

Danger: [What makes them unpredictable]

Role: [Their position and cause]

Believes: [Their unshakeable principles]

Blind Spot: [What they can’t see]

Breaking Point: [What would change them]


Track PC reputation with each faction (-5 to +5):

Faction Starting Current Recent Action
[Faction 1] 0 ___ [What changed it]
[Faction 2] 0 ___ [What changed it]
[Faction 3] 0 ___ [What changed it]
Standing Status Effects
-5 to -3 Enemies Assassination risk, active opposition
-2 to -1 Distrusted Watched, excluded from inner circle
0 Neutral Unknown or cautiously regarded
+1 to +2 Useful Ally Access to resources, minor missions
+3 to +5 Trusted Insider Major missions, secret information

Gain Standing:

  • Complete faction mission: +1
  • Embarrass their rivals: +1
  • Provide valuable intelligence: +1
  • Public victory for faction: +2
  • Save leader’s life: +3

Lose Standing:

  • Fail a mission: -1
  • Work for rivals openly: -2
  • Betray their trust: -3 to -5

Setup: The PCs become involved in the political conflict

Read Aloud: “[Description of their entry into the political arena - a grand event, a secret meeting, being approached by a faction. The atmosphere of power and danger. The sense that words here are as deadly as swords.]”

The Introduction:

  • Which faction approaches them first
  • What they’re asked to do
  • What they’re offered in return

Initial Choices:

Option Faction Reaction Consequences
Accept Faction 1 F1 +2, F2 -1 [What happens]
Accept Faction 2 F2 +2, F1 -1 [What happens]
Play neutral All 0 [What happens]

Outcomes:

  • Commit to a faction: Clear path, clear enemies
  • Stay neutral: Both court them, neither trusts them
  • Transition: First faction mission or event

Event 1: [The Grand Ball / Council Meeting / Festival]

Section titled “Event 1: [The Grand Ball / Council Meeting / Festival]”

Setup: A major social event where all factions gather

Read Aloud: “[Description of the event - the grandeur, the tension beneath the surface, the key players present. Every smile hides a knife.]”

Present Factions:

  • [Faction 1 attendees and their goals for the evening]
  • [Faction 2 attendees and their goals]
  • [Faction 3 attendees and their goals]

Opportunities:

Opportunity Skill Check Success Failure
[Gather intelligence] Investigation DC 14 [Info gained] [Noticed]
[Win over neutral] Persuasion DC 15 [Ally gained] [Offended]
[Embarrass rival] Deception DC 16 [Standing shift] [Backfires]

Complications:

  • [What could go wrong at this event]
  • [Secret meeting that might be discovered]
  • [Assassination attempt or confrontation]

Event 2: [The Secret Meeting / Conspiracy]

Section titled “Event 2: [The Secret Meeting / Conspiracy]”

Setup: A clandestine gathering with high stakes

Read Aloud: “[Description of the secret location - the shadows, the whispered words, the paranoia. Everyone here has something to hide.]”

What’s Being Planned:

  • [The conspiracy or deal being made]
  • [Who’s involved]
  • [What they want PCs to do]

Moral Choice:

  • [Ethical dilemma presented]
  • [What each choice costs]

Event 3: [The Public Crisis / Assassination / Revelation]

Section titled “Event 3: [The Public Crisis / Assassination / Revelation]”

Setup: A dramatic event that forces action

Read Aloud: “[Description of the crisis - chaos erupts, masks fall, true allegiances revealed. The moment everything changes.]”

What Happens:

  • [The triggering incident]
  • [Immediate reactions from each faction]
  • [How PCs can influence the outcome]

Encounter: assassination_attempt (if violence occurs)

Consequences:

  • [How the political landscape shifts]
  • [New opportunities created]
  • [New dangers emerging]

Setup: All maneuvering comes to a head

Read Aloud: “[Description of the moment when decision can no longer be delayed. The factions are at each other’s throats. The PCs’ choices will determine the outcome.]”

The Situation:

  • [Current state of each faction]
  • [What each faction needs to win]
  • [What role PCs can play]

Resolution Paths:

Path Requirements PC Role Outcome
Faction 1 Victory [What it takes] [What PCs do] [What changes]
Faction 2 Victory [What it takes] [What PCs do] [What changes]
Faction 3 Victory [What it takes] [What PCs do] [What changes]
Compromise [Balance achieved] [Negotiators] [Uneasy peace]
Chaos [All fail] [Survivors] [Power vacuum]

Secret About Impact How to Find
[Damaging info] [Faction 1] [Leverage/destruction] [Method]
[Hidden scandal] [Leader X] [Leverage] [Method]
[True conspiracy] [Hidden faction] [Major revelation] [Method]
[Planned betrayal] [Alliance] [Prevent/exploit] [Method]
Action Effect Risk
Blackmail Force cooperation Target becomes enemy
Expose publicly Destroy reputation All-out war
Trade to rival Gain favor elsewhere Original holder’s revenge
Protect secret Earn loyalty Miss opportunity

  • Let factions approach PCs, don’t force choices
  • Build tension through escalating events
  • Reveal secrets gradually
  • Climax should feel earned by player choices
  • Track NPC attitudes like HP
  • Social “damage” shifts attitudes
  • Recovery possible through effort
  • Some NPCs immune to certain approaches
  • Analysis paralysis: Factions act without PCs, forcing response
  • Murder-hobos: Violence has severe political consequences
  • Indecision: Deadline forces choice regardless
  • Lost in complexity: Focus on faction leaders, not all members
  • Simpler: Reduce to 2 factions, clearer goals
  • Complex: Add subfactions, hidden agendas within factions

[What connections or debts brought them into this political arena]

[How the new political order creates new adventures]

[How political maneuvering reflects larger campaign themes]


  • Which faction did they support?
  • What secrets did they learn/expose?
  • What enemies did they make?
  • Who now rules?
Faction Final Standing Relationship
[Faction 1] [+/- X] [Ally/Enemy/Neutral]
[Faction 2] [+/- X] [Ally/Enemy/Neutral]
[Faction 3] [+/- X] [Ally/Enemy/Neutral]

[What the world looks like now]


Status: [Planning / Ready / Active / Complete] Started: [Date] Completed: [Date]