anons this discussion around videogame politics, Sir Brante and procedural generation has given me an idea for a game loop: (I am just improvising here)
Invent a quest called The Traitor Game. (The Heretic Game?)
The basic structure is this (a bit vague for the moment)
1/ Declare allegiance or beliefs (see factions below)
2/ Negotiate alliances, pledges
3/ A d100 roll to determine who is in power and who is cast down
4/ The person in power decides fate (exile, execution, confiscation, attainder, imprisonment etc)
5/ Return to 1/ with this knowedge. Now you can play as traitor remnants in hiding, sympathisers, conspirators seeking revenge etc...
The roll for 3/ can literally just be the highest rolling anon is now King lol.
If everyone is friendly and allied either the lowest rolling anon is the traitor, or maybe some negative sum game-theoretic punishment payoff is inflicted upon everyone (ie it is an anti-coordination payoff matrix game).
This probably needs a bit of elaborating lol and more development. Maybe there should be some dynastic currency involved in between each turn, literally treasures, wives or offspring, lands etc.
If a GM is even needed, they can just supply some narrative embellishment explaining the roll at 3/ or it could be a random table, eg
1 betrothed eloped instead of arranged dynastic marriage
2 x struck y kinsmen, killed in duel
3 reneged on promise
4 caught performing occult ritual
5 is a furry (noooo... the worst betrayal) or maybe a beastman
6 is a juggalo, ie eldritch horror
etc...
Could this work as a viable quest gameloop? Has an existing game tried something similar?
If you need a framing, can just use the Four Tarot factions from my Golgotha, Galerne, Invultua setting lore:
>>5244333Swords, Warguild
Chalices, Church Of Envy/Oration
Pentacles, Unbidden Court
Wands, Vagabonds & Drudges