Lions, Foxes, Wolves – A Set of Procedures for Political Play
These procedures were created to help manage campaigns focused on political ascension. It assumes that players are prominent political figures themselves; however, pieces could be useful to determining the shifting power of possible patrons, if they are of lesser position.
The Wheel
Figures
A Figure is an agent of political power. Before play, detail a number of Figures with desires, relationships, a modus operandi, a history, an end goal, etc. These things are key to driving their decision-making moving forward.
Attributes
Influence
Influence describes a Figure’s political power, ranging from 1-18.
Influence is determined by rolling 2d6. Add +3 if the Figure has a claim to the throne. Add +6 if the Figure reigns supreme.
Spheres
A Figure chooses one of three Spheres to specialize in: Knowledge, Riches, or Sway. Their Sphere may provide small boons to dice rolls, when appropriate.
Aims
Each Figure has several Aims, which are listed in order of priority. At least one of these should be related to an ongoing, nation-shaping event. At least one should be of a personal nature.
An Aim should be something that could conceivably be completed by a Figure within one turn, as long as they had the wind on their side. If it is greater, separate it into multiple, smaller Aims.
Political Turn
The length of a political turn depends on the campaign and the needs of the moment (I have been using a week, but it depends on the pace of play).
Each turn, Figures proceed from those with the highest Influence to those with the lowest.
On their turn, a Figure attempts to accomplish their highest-priority Aim by rolling 2d6. If a Figure’s Sphere applies, add +2.
On a 10+, the Figure is successful in achieving their Aim, increasing their Influence. Otherwise, the Figure fails, decreasing their Influence.
Shared Aims
If Figures share the same Aim, only the Figure with the highest Influence rolls. Add +1 for each additional Figure that shares the Aim, or +2 if the Figure’s Sphere applies. Combined bonuses may not exceed +5.
On a success, all Figures gain Influence. On a failure, only the Figure that rolled loses Influence.
Conflicting Aims
If an Aim would be in conflict with one that was already successfully achieved, add -2 to the roll.
If successful, neither party achieves their Aims, and no Influence is gained or lost.
Resolution
If a Figure’s Influence would reach 0 or less, they may no longer participate in political play. This is always a messy affair.
If the ruling Figure has less Influence than the majority of their subjects, they are replaced. This rarely goes cleanly.
At the end of each turn, the Figure with the highest Influence loses 1.
The Game
Players
Players do not participate in the Wheel. Instead, to accomplish their goals, they must play.
By their nature, they provide an invaluable asset to Figures with Aims that would otherwise be impossible to complete on their own.
Interacting with Figures
Influence
Determine the players’ Influence score in the same way as Figures.
Sentiment
Roll on the table below to determine each Figure’s initial Sentiment towards the players.
|
2d6 |
Sentiment |
Mod. |
|
2 |
Enemy |
-2 |
|
3-5 |
Negative |
-1 |
|
6-8 |
Neutral |
+0 |
|
9-11 |
Positive |
+1 |
|
12 |
Ally |
+2 |
Increase or decrease Sentiment freely in response to player action.
Requests
When players make a request, subtract their Influence from the Figure’s, then roll 1d20 over the difference, applying their Sentiment modifier.
On a success, the Figure will grant the request. On a failure, the Figure will ask something of the players in return, depending on their Sentiment.
Roll 1d20 under the Figure’s Influence score to determine if they can accomplish it with little effort. Roll twice and take the more favorable result if it is within their Sphere. Otherwise, it is added as an Aim.
Rumors
When needed, roll on the table below to determine a random rumor:
|
|
1 |
2 |
3 |
4 |
5 |
6 |
|
1 |
A |
B |
C |
D |
E |
F |
|
2 |
G |
H |
I |
J |
K |
L |
|
3 |
M |
N |
O |
P |
Q |
R |
|
4 |
S |
S |
T |
T |
U |
U |
|
5 |
V |
V |
W |
W |
X |
X |
|
6 |
Y |
Y |
Y |
Z |
Z |
Z |
Row 1 concerns specific Figures. Create rumors for each Figure. Rumors A-D should be related to the Figure’s nature or background, while E-F should be reserved for whisperings of their current actions.
Row 2-3 are closed secrets related to an ongoing situation, the kinds of things that may be whispered in bedchambers or during dark walks at night. Create separate rumors for each situation.
Row 4-6 are open secrets related to an ongoing situation, the kinds of things you might overhear at a luncheon or a game of cards, with Y & Z being the most public. Create separate rumors for each situation.
Events
Each turn, events occur that shift the shape of power and provide opportunities for players to interact with the political landscape, gaining or losing Influence along the way. This section includes procedures for common events that may occur.
If desired, roll on the table below each turn to determine what occurs:
|
d100 |
Event |
|
1-12 |
Rumor |
|
13–20 |
Gathering |
|
21–24 |
Spectacle |
|
25–27 |
Tournament |
|
28–30 |
Wedding |
|
31–33 |
Appointment |
|
34–36 |
Dismissal |
|
37–39 |
Foreign Interference |
|
40–42 |
Revelation |
|
43–45 |
Death |
|
46–48 |
Trial |
|
49–51 |
Unrest |
|
52–54 |
Assassination |
|
55–57 |
Duel |
|
58–65 |
Lies |
|
66–68 |
Betrayal |
|
69–76 |
Request |
|
77–79 |
Schism |
|
80–87 |
Meeting |
|
88–90 |
Proposal |
|
91–00 |
Roll on this table twice |
Rumor
The players learn a rumor. Roll randomly to determine its nature.
Gathering
The players are invited to a privileged gathering, learning 1d4 rumors related to other Figures.
If players indulge themselves, all those present learn a secret regarding their current goals or actions. If they refrain from indulging, they lose Sentiment with all who attend.
Spectacle
An upcoming artistic production of some kind seeks benefactors. The largest contributor’s reputation rides on its success. Roll 1d6 to determine the outcome of the event:
- On 1, disaster occurs, causing the largest contributor to lose Influence.
- On a 2-5, it passes with little fanfare.
- On a 6, it is the event of the season, causing the largest contributor to gain Influence.
Tournament
A tournament is held. If the players (or those loyal to them) enter and place, they gain Influence. If they win, they gain 1d4+1 Influence. Otherwise, 2-in-6 chance they lose Influence by embarrassing themselves publicly.
If the players attend, they learn 1d4 rumors, with at least one regarding a Figure involved.
Wedding
An important wedding occurs, directly related to one or more Figures. Roll 1d6 to determine the outcome of the event:
- On 1-2, disaster occurs, causing all related Figures to lose 1d4 Influence.
- On a 3-4, it passes with little fanfare.
- On a 5-6, it is a wedding to remember, causing all related Figures to gain 1d4 Influence.
If the players attend, they learn 1d4 rumors, with at least one regarding a Figure involved.
Appointment
Roll 1d20 under the player’s Influence. If successful, the player’s are offered a special appointment by the ruling Figure. If they refuse, they lose 1d4+2 Influence.
Otherwise, the ruling Figure commands them to assist with their highest-priority Aim.
Dismissal
A Figure loses their position.
Roll 1d20 under the player’s Influence. If successful, the position is open to them.
Foreign Interference
A foreign agent approaches the players, seeking assistance in exchange for great reward.
In 1d4 turns, there is a 10% chance the foreign power seizes control. If the players assist, increase the chance to 30%.
If the players assist and the foreign power is unsuccessful, they will continue to return every 2d6 turns. Blackmail is a powerful motivator.
Death
A Figure dies. If the Figure was an ally, the players lose Influence. If the Figure was an enemy, they gain it instead.
The death has a 2-in-6 chance of being naturally caused. Otherwise, another Figure is responsible.
Revelation
A rumor related to a Figure is revealed in public fashion. The Figure loses 1d6 Influence, gaining half back if they can prove the rumor false.
If the Figure is an ally of the players, they lose Influence by association.
Trial
A Figure is put on trial, accused by another. Until proven guilty, their Influence is reduced by 2d6. If proven innocent, their previous Influence is restored, and the accuser’s Influence is instead reduced by 1d6.
If the Figure is an ally of the players, reduce their Influence by 1d4, by association.
Unrest
Among the people, rebellion stirs. A particular Figure is blamed. They lose Influence each turn the situation goes unresolved.
If the Figure is an ally of the players, they lose 2 Influence temporarily, until the situation is resolved.
Assassination
An attempt is made on one of the player’s lives by an enemy. If they have no enemies, an attempt is made on an ally’s life instead, and they request the players’ assistance dealing with the source.
Duel
One of the players is challenged to a duel by an enemy. If they have no enemies, an ally is challenged to a duel instead, and requests the players’ assistance.
Lies
An enemy Figure spreads a vicious rumor about the players. Until this rumor is proven false, the players lose 1d4 Influence.
Betrayal
A random ally becomes an enemy.
If the players have no allies, an enemy or neutral Figure becomes a false ally, betraying the players at the nearest opportunity.
Request
An ally requests aid from the players. If refused, lose Sentiment.
If the players have no allies, ignore this event.
Schism
Two allies butt heads, demanding the player to choose between them. The one they do not choose becomes an enemy.
If the players do not have more than one ally, ignore this event.
Meeting
A neutral Figure requests a meeting with the players. There, they ask the players for a favour, and offer them something in return.
Proposal
Another Figure proposes a marriage pact with one of the players.
Refusal reduces Sentiment by 2d6. Acceptance increases Sentiment by 2d6. Additionally, if the Figure is of a higher Influence, the players gain Influence equal to half the difference.
Changelog
December 23, 2025: After further playtesting of the original procedures, I was really unhappy with the amount of book-keeping involved and how little it had any real impact on play. Much of the chaff has been stripped away. Much has been added, carefully. Almost nothing remains of the original procedures but their intent – to provide a shifting sandbox of power for players to interact with.
July 29, 2025: Changed “Information” to “Secrets” because it’s all assumed to be hidden anyway. I don’t really know why I made the distinction there.
July 29, 2025: Base score is now permanently modified by 1 per week towards the modified amount. For a slower pace, I may switch to a month, but going to test it out.