Tuesday, October 7, 2025

The Articles of Dragon: "Playing the Political Game"

Sometimes, an article, adventure, or even an entire game can exert a peculiar kind of influence over you, even though, viewed objectively, it’s not especially remarkable. I don’t mean that it’s bad, only that what it offers is, on the surface, mostly common sense. Most readers would nod in agreement, turn the page, and quickly forget about it – but you’re not most readers. For whatever reason, the author’s words reach you at exactly the right time and something clicks. The ideas linger. They grow. They shape how you see the hobby and, in some small but lasting way, how you play.

That’s what happened to me with “Playing the Political Game” by Mike Beeman, published in issue #90 of Dragon (October 1984). Beeman isn’t a name I associate with any other major contributions to the magazine and, by most measures, this article isn’t a landmark. Yet, when I first read it, just shy of my fifteenth birthday, it was nothing short of a revelation. It was the first time anyone had suggested to me that politics could be the central focus of adventures or even entire campaigns.

Beeman argues that politics isn’t an intrusion into fantasy roleplaying but its natural evolution. After all, nearly everything adventurers do already has political consequences, whether toppling tyrants, slaying monsters that guard vital resources, or flooding a town’s economy with treasure. At low levels, these effects remain background noise. But as heroes rise in power by claiming fiefs, leading troops, and  attracting followers, they inevitably become political actors. So why not embrace that reality deliberately and make politics a conscious part of the game’s action?

He goes further, contending that political play adds depth, realism, and moral challenge to a campaign. Where the dungeon tests courage and cunning, the court tests judgment and restraint. Ruling a realm or maneuvering among rival nobles requires players to think beyond combat rolls and saving throws, to weigh alliances, read motives, and face the consequences of their decisions. Politics, in Beeman’s hands, becomes not a dry digression but a stage for high-stakes, character-driven adventure.

What made the article truly stand out to me, though, was how practical it was. Beeman treats political scenarios as a kind of “social dungeon,” where familiar design principles still apply but in subtler ways. The setting might be a player’s own domain or a foreign court; the plot a brewing war, a trade dispute, or a palace intrigue; and the monsters a web of scheming nobles, rival factions, and hidden traitors. Clues replace traps, words replace weapons, and mystery, not combat, drives the scenario.

Even more memorably, Beeman classifies political adventures into distinct types – military, economic, commercial, internal security, and revolt – each offering a different framework for turning governance and intrigue into adventure. In doing so, he sketches a vision of AD&D that extends far beyond treasure maps and monster lairs. It's a world that feels alive and reactive, where power comes with responsibility and every decision has weight.

I won’t claim that “Playing the Political Game” is a forgotten masterpiece. Most of its ideas are, in hindsight, obvious. But for me, as a teenager discovering what roleplaying could be, it was transformative. It suggested that fantasy worlds could be more than stages for combat. They could be societies, with all the peril and promise that entails. Decades later, politics and intrigue have become my stock in trade as a referee and I can still trace that fascination back to Beeman’s unassuming article. It's a reminder that sometimes, the right words at the right time can change the way you play forever.

10 comments:

  1. Was this article part of what lead you to Philosophy, James?

    I ask as someone who discovered Ethics, Ontology, and the rest via Politics (mostly Hobbes and Plato), at that because my father designed simulation games for local government in the 1960/70s .. So with RPGs I came full circle, sort to speak.

    That notwithstanding, aspects of play that Beeman writes about certainly were a dimension of our 1st edition AD&D gaming back in the early 1980s (a friend's PC was a minor prince rebelling against his father, and familial intrigues among the nobility often formed the backdrop to our more 'mercantile' adventures); although, when this article was published, I had already passed on to reading Foreign Affairs journal (I remember their definition of 'oxymoron' was 'post-industrial world-class economy' - that really did my head in at age 12).

    Cheers, Matthew.

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    1. No, my interest in philosophy occurred later, in college. I was probably already inclined toward it to begin with, but it took reading Plato's Meno for the first time in the Fall of '87 to set me on my later path.

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  2. I must have been one of those troglodytes who read it and moved on, because I remember this cover very well well, but not Beeman's minimus opus!

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    1. As I said, the article is not really all that significant in the grand scheme. I just read it at the right time.

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    2. I don't have an eidetic memory by any means, but I distinctly remember this issue, but only partly for the cover (which is pretty memorable). Mainly, I remember this one because I got so much use out of it. There's an article on Gladsheim I loved due to my affection for all things Norse, and an adventure to go along with it by the indefatigable Roger Moore called Aesirhamar. I remember the adventure because it's the only pre-made high level adventure we really got into enough to use as an ongoing campaign, of sorts. We were graduating to the outer planes, and we all dug Norse myth, so we explored Jotunheim and I built out the adventure from there. I don't say Aesirhamar was brilliant, but for whatever reason it fired my imagination and as I said, I got a lot of use out of it. We ran this issue of Dragon pretty ragged.

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  3. Jim Hodges----
    I didn't read the Dragon article but I once DM'd a module written by a friend who complained there weren't enough good adventures for assassins, and at the heart of this little campaign was infighting in a royal house in the buildup to succession, and politics ran deeply throughout. It was enjoyable until the players arrived at the realization that the most straightforward course lay in simply assassinating essentially everyone caught up in the machinations and intrigue, at which time the adventure became a free for all of slaughter much like a large dungeon melee. So much for the future of The House of River Mark ....

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  4. Earlier this year I was responding to a post on RPG.net. This guy was on finding ways to challenge his high level characters in 5th edition. I asked how they interacted with the local power players, kings, princes, etc. He stated his characters avoided all of that, and all they wanted to do was raid dungeons. It would seem as you increase in levels, you would start influencing places around you, whether you want to or not.

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    1. I think that D&D has kept its popularity because it has stuck to its roots of "free spirits going on adventures to bash monsters and nick their goodies". It has lost some of its magical-mystery-whimsy and leant in harder to levelling-up-to-bash-bigger-monsters. Settings are just different backdrops to this. A very early rpg offshoot catered for those who wanted to get stuck into a living campaign world ( C&S, RQ, EPT? ). D&D, for good or ill, has stuck with its initial premise and remains the market leader. I vaguely recall that EGG's rejection of C&S was not the rules complexity, but that he had little interest in the world outside of the dungeon.

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  5. Would this advice be applicable to Traveller games too?

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    1. I wonder that too. PCs don’t rise in power in the same way and seem unlikely to directly rule much, but could become involved in politics more behind the scenes (like that assassin anecdote above or the infamous 76 Patrons encounter where they’re hired to set off a WMD).

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