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Howdy, y'all!
I've been recently working on a few scenarios for playtesting the game I'm currently working on (it's a street-level superhero mystery game), and I was indulging in the principles behind writing intrigue/politics adventures.
By intrigue/political adventure I mean the kind of adventure with a few competing factions with different objectives, and players can align/help/assist/defeat any of the other factions as they carve their own goals in this landscape. Competing goals, underhanded strategies, long-term planning, sudden betrayals... that kind of stuff. Touchstones for the kind of adventures I have in mind would be the first seasons of Peaky Blinders, The War of Jokes and Riddles from Batman, or the best parts of A Game of Thrones.
My question is... how would you prep a scenario like that? Do you use relationship maps? Front-like phases for your factions as it happens on A Pound of Flesh? How would you guide GMs across scenes? I can run intrigue games for my players (and I'm used to no-prep flying-ass gameplay), but I wonder how to write down a working and functional scenario like that for anybody to use.
To put things into perspective, let me rephrase how I would write a scenario for a mystery game for others to use. I internalized over the years from GUMSHOE systems how to prep and think of mystery scenarios built upon clues and scenes, so I would write down a list of things characters need to learn to find out "the culprit" (a revelation list), then a list of scenes connected by clues. A blind GM playtester should easily be able to read it, then run the scenario going scene by scene and jumping from one to the next according to what characters find out.
How would you do the same for a political adventure structure?
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