I have a Song of Ice and Fire (SIFRP) game running right now. Each player has 2 PCs:
- An adventurer - a character designed for traditional RPG activities like fighting and sneaking and hunting
- A noble - a character designed for House intrigues; logic, persuasion, seduction, etc.
This has lead to some really competent PCs because players didn't have to choose. They got to make 2 specialists each. Now, I'm cool with this, it's sort of why I ran the campaign this way.
And I have no trouble making a fight that can challenge the fighty PCs; terrain, numbers, traps, armor, arrows, weather - I can make it hard for the water dancer and the scrappy singer alike.
But I'm having trouble with intrigues. I choose notable figures from the campaign guide, use their stats for suitable NPCs, and my silver-tongued PCs have them wrapped around their fingers by the second round. Short of populating their neighboring houses with short-fused monsters who fly off the handle when things don't go their way, what can I do? Is it the system or is it me?
I find that SIFRP is a pretty good game, but I ended up throwing its realm-management system out entirely. Last time, I switched to reign in the middle and this time I substituted my own system based on twin pillars of cruelty and handwaving right from the get-go.
Is the social combat broken in the same way that realm-management is? Or am I just screwing everything up?
I pushed to run this game in burning-wheel, but my players were reluctant. Now I think I should have dug in my heels. Can someone help rescue my SIFRP campaign?