
This does not mean you hand everything to players on a platter. But it does mean you avoid things like protecting pet NPCs, dismissing ideas out of hand because you don't want players altering power structures and setting details through their actions, etc. In essence you need to be fair. Part of this means prepping things in advance to avoid the temptation of altering details like royal body guards on the fly to evade clever PC action. But you can't foresee every eventuality so when the need for such information arises, go with what is most plausible, not with what causes the players the most challenge (sometimes the most plausible thing is incredibly challenging, sometimes it isn't). It also means being open to dramatic change in your setting.

In all of these cases, the rise to power itself is an adventure. And the result is far from certain. That is what makes it exciting. The players trying to take power from the city senate may well succeed and become the first in a long line of rulers. But they might fail and face literal armies of opposition. It is also possible they succeed but then have to deal with a stubborn resistance operating in the shadows of the city streets. Part of what makes this so fun, is neither the GM nor the players know where it will lead.