Thread #2 in my ongoing urban play series.
Lots of games have factions and the rules used to represent them are all over the map. It might be the most diverse item in RPG design, or one of them at any rate. The range of ho mechanical vs descriptive vs detailed is really quite breathtaking.
So a few examples that I like that influence my own writing and design:
REIGN - probably the best mechanical take on factions for RPG play ever written (it's pretty much the whole point of the game) - very crunchy
Blades in the Dark - maybe the best pick up and play faction system in any RPG
Spire - a game the runs on its factions - super evocative and very well focused on the overall power structures and even better integrated into the overall system design than Blades (in some ways)
There are lots more, but this isn't supposed to be a Fenris-77 bibliography.
So, for your games, in any genre, what are you looking for in faction write ups, mechanics, and other related whatsits?
Lots of games have factions and the rules used to represent them are all over the map. It might be the most diverse item in RPG design, or one of them at any rate. The range of ho mechanical vs descriptive vs detailed is really quite breathtaking.
So a few examples that I like that influence my own writing and design:
REIGN - probably the best mechanical take on factions for RPG play ever written (it's pretty much the whole point of the game) - very crunchy
Blades in the Dark - maybe the best pick up and play faction system in any RPG
Spire - a game the runs on its factions - super evocative and very well focused on the overall power structures and even better integrated into the overall system design than Blades (in some ways)
There are lots more, but this isn't supposed to be a Fenris-77 bibliography.
So, for your games, in any genre, what are you looking for in faction write ups, mechanics, and other related whatsits?







