In September/October we'll be spending two weeks in Denmark again on the North Sea coast, together with a whole bunch of avid gamers. Besides lots of board-gaming, there's always time for some rpg sessions. Since I didn't GM anything last time, I want to run something again. I even have an idea, but some of the details need working out. Perhaps someone can help me out with ideas.
Usually I run little snippets from the progressing history of my own world (
Jhendor), which makes for a nice body of background lore - I wanna keep this up. But my games are also very story-heavy, with much of the story existing in my head before the game. Players have freedom to choose and detail their characters of course, but where the overall story goes is usually strongly influenced by me.
This time I would like to turn this tendency on its head. I want to give the players pre-generated characters with rudimentary characterization and agenda, put them in a setting and leave the story development completely to them from there on.
The setting is the election of a king, and the players would be the nobles called upon to choose who it is going to be. Ideally it will result in wheeling, dealing and intrigue to gather enough support for their candidates.
What I need is some kind of tangible conflict resolution mechanic and/or score keeping system to make the outcome independent of GM interpretation. I am thinking along lines of giving the players physical tokens that represent their reputation, influence, wealth, etc. that they can "spend" by either affecting something in game world, or giving it to other players to make them do something, agree to a deal, etc. It should be extremely simple.
Has anybody run something like this, or can recommend a system containing something along these lines?
Now I gotta pack my bags for GenCon...