Simplifying Political Power Struggles


Advice


I am currently in the planning stages of a homebrew campaign.
My players and I have attempted to run kingmaker, but find it is not our style.
I would like to allow the players some influence in the larger political struggles, without having to run a massive meta game.
Is there some way to simplify the politics between a planned 3 factions, allowing the players to change influence of their preferred faction with quests or direct diplomacy if they want?

Is there something published I can draw from? or is it possible to design a simple system to represent all of the intrigue, backstabbing, bribery, alliances, and other things so I as GM need only roll some die and add the players contributions to determine the balance?

Some background: This is in the Katapesh region in a small city. The City is run by a council of nobles, there are 2 equal factions in power (land based, vs the sea based), and 1 faction trying to take over. The taxes/markets/select merchants will change with whomever is in power, thus indirectly affecting the players for the later acts of the campaign.

Liberty's Edge

I would recommend a point system showing which faction has greater influence at the current time. x result in an adventure adds points to faction x. if the players spend downtime resources from ultimate campaign, assign a point value towards one of the factions as appropriate. the largest point value is the faction in charge at the time.


Pathfinder Adventure Path Subscriber

There's the influence system in Ultimate Intrigue that you could check out. It's meant more for the PCs gaining influence with factions/groups, but you could probably modify it to your needs.


Honestly, the influence system is crap on a stick, much like most of paizo's subsystems that don't involve combat or spells.

Caravan rules, Ship Combat, Kingdom Building, Chases etc., it just doesn't work credibly or smoothly in play.

You're best off freeforming this stuff.

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