Well. Heres the thing so far as ive seen. The game itself is not super well set up to support that kind of play (old vampire player here too, so this is comparatively speaking). Its baaaasically on the shoulders of wahtever plot team is in charge to create and to a degree enforce, the social infrastructure necessary for courtly style politics and thats going to vary huuuuugely from chapter to chapter. Not a bad thing, just nature of the beast.
Social style intrigue plots (as we know them) seem to have a hard time in this system largely due to social and cultural differences inherent in the playstyle. The Mechanics of the system really only support combative persuits in one flavor or another so machivellian maneuvering is not strong on this one's force- however, that said, potential points of political intrigue that can exist in the game, so far as I have seen are: Positional rivalries, jockying for political and mundane power (different realms), Maneuvering around and through conflicts due to competition for mechanical resources, Economic struggles, love triangles (and more corners), and the basic kind of politicking you see on the school playground.
For context, this is coming out of a game in wich we have, out of the player-base of characters, 4 major government houses (Baronial Courts, run and populated by PCs. then a bunch of NPCs over their heads), 3 main guilds (mages, healers and mechants- NPCs at the heads of these, then PC populated), 2 houses/groups of non-government stripe (Pc run and created), And 2 or 3 almost-guilds/ houses (pc run and created)
The baronial courts bicker among themselves, but we're running into conflicts with plot not entirely giving all the infrastructure needed for meaningful results from that and it been hit and miss trying to do anything with the NPC courts out there in the persuit of plots presented in that area. Theres a lot of confusion and frustration because this style of politics in the game right now- its there, but theres a disjoint between it, the players and plot atm. Its geting better tho.
The guilds are doing good (or appear to be anyway), they have their pecking orders and people jocky for rank. They also seem to bicker a little bit among themselves over certain economic things or policies. some of this feeds back into the baronial houses.
The non-baronial houses go about their business, mostly classic adventurer styles. Most of their politics comes from competition for resources and some resent for the baronial courts, so theres different social political conflicts going on with that right now.
And the almost-guilds are mostly doing your day-to-day survival stuff right now, making freinds or avoiding trouble. Trying to grow themselves here and there. Beginner politics, but again mostly your classic adventurer-styles.
And theres a good number of non-grouped people who bring their own dynamics to things.
So its mostly your vanilla social games, on-the-ground and PC powered.
What could bring MORE to the game, would be more set mechanics that are supportive of social gaming, a stronger emphasis on how game-world social structures work (and communication to everyone, clearly, on waht those are, whatever they are chapter to chapter) and willingness of plot teams to put the work into manageing that kind of intricate stuff. So consistency, record keeping, checking in, bringing down repercussions AND rewards, and following up thouroughly with PC actions during and between games. Making effort, secrets, discretion and guile matter, essentially.
Also, tangible things for characters to want, and to gun for, are important, because motivation and that motivation conflicting with other peoples motivation, is key to intrigue. Power, toys, revenge, loyalty (not exactly the same as power!), money, reputation, honor, achieving results or effects on something- al good examples.