I've been meaning to play a campaign where my player will be able to experience two spheres: dungeon exploration, as underling task to get some magic items etc., and some political intrigue, navigating the hierarchy of the organization who hired them and their concurrent.
The setting is a custom med-fan one, and the players will be acting around one of the big event of the world, which happened after much political conflict, fighting for influence between guilds and sects in a big city. They will work for one (or more) of these groups, and I want them to be able to make their place in this web while the intrigue progress.
Ideally, I would like a system with a flexible magic system, but as long as there is some magic in it, it will be okay. Also, I would like a system with some crunch, no something too rule light.
- Rules for interaction with, between and inside a faction (I already have the setting)
- Still allowing for a D&D like adventure experience (combat, dungeon exploration etc.)
- It should work with a medieval-fantastic setting. If necessary, I will do the work to adapt the system to the setting, but being easily extensible is a plus.
- Idem for a magic system, the setting have some specific rules for magic, but they can be flexible outside specific situation.
Systems I've already thought about:
- D&D 3.5 / Pathfinder: from my experience, the social/influence rules of these game are not that important. Maybe I missed something about them, only having the base rules.
- Reign Enrichidon: I tried it for a bit, it is a good system, but do not help much for influence of a person inside a faction.
- FATE Core: Everything is possible with FATE, but I would like something with more rigid rules
Right now, I'm considering toning down the faction elements of the campaign and switching to a customized Call of Cthulhu, moving the focus to a more occult play style, but I am still interested in answers.