I've been working off and on for several years now on a history-inspired game, based on a conflict between different "royal" families for the crown of a particular country. Historically, each of the royal families was a significant power in and of themselves, but key to their success was winning the support of other dominant noble families.
For each of the three "royal" families, the victory conditions are pretty clear: arrange/acquire the stated prerequisites for their "rightful heir" to be crowned king. HOWEVER...
I'm trying to make this a multiplayer game (suitable for 4, 5, or even 6 players), but I'm having troubles figuring out how to make the roles of the non-royal-family players interesting. Clearly, each of those families would benefit from being on the winning side at the end, but I'm currently thinking that there needs to be some method of "proving oneself" to this or that royal faction. You shouldn't just be able to say at the end of the game, "My family supports the crowned king"; somehow one should have had to earn some credibility for that claim. Gaining sufficient credibility perhaps should be harder and harder as the number of times one's allegiance has changed from one faction to another increases?
To some extent this could be measured militarily: I'm planning on their being a territory-conquering aspect with a mechanic borrowed and modified/adapted from "Shogun"/"Samurai Swords" and "Axis & Allies" (though somehow simplifying/shortening things so one game can be concluded in four hours!). I'm wondering whether there should be some sort of political component, though, too, whereby motivations for declaring for this faction or that are wrestled with.
Has anyone here experience with any games that have sort of "secondary" or "supporting" roles like that I've described, and/or suggestions on how to make those roles as interesting for players as are those of the "royal" families?
In some ways, the historical situation I'm looking to play out reminds me some of the War of the Roses, as in the old Avalon Hill game, "Kingmaker", and it's that role of "I couldn't have done it without you, and trust me, you'll be rewarded for it" ally to the throne that the non-royals would be competing for.
You've each noted that same sticking point I've run into: how does one create an in-game motivation for one of the non-royal families to support this or that royal family? Historically, I think typically the rewards are gained AFTER the winning side is comfortably in power -- which means AFTER the game is over! So I'm trying to figure out some way of modeling a cost to a royal for taking on this or that ally, and some way the ally benefits DURING the game for having declared for this or that side. There's the military side, but also the political side.
It might help if I stop being cagey... I'm looking to design a game based on the fight for the throne of Scotland, with the "royal" factions being the Bruces (who won), the Comyns (who supported John Balliol, who became king but not successfully), and Edward I/II of England (who felt there was no need for Scotland to have anyone but him in ultimate charge). The other players, historically speaking, were the various earls of Scotland, and the Stewarts, who supported Robert Bruce, eventually themselves became kings of Scotland -- and England, as well, when Elizabeth I of England died and the crown passed to James VI of Scotland (Better remembered historically as James I of England).
In a hex-grid-&-counters wargame of this conflict I have, earldoms NOT under the control of a player can be "overawed" through military invasion to side with this or that royal faction, and perhaps some way of modelling the non-royals as sort of "non-player characters" in the game might be better, but if possible I'd love to figure out some mechanism to make that power-behind-the-throne role an interesting player role in the game.
Hmmm... maybe political indebtedness costs royals victory points somehow, and earns the non-royals victory points?