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Faction Rules - What do we like?
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<blockquote data-quote="Vaslov" data-source="post: 9887140" data-attributes="member: 37953"><p>Most rpgs I play I have a faction play of some sort going on. For the last decade or so I have leaned into Kevin Crawford's systems from his X without Numbers series of rpgs. They have just enough detail I can run them without too much time and keeps me as a GM surprised on the outcomes of what the various groups achieve or fail at. They also suggest interesting ideas I would not of considered on my own when scanning the options. The Stars Without Number books with the basics of faction play are free and a great place to start.</p><p></p><p>By chance I am running two Hyperboria games that had the exact same start. The results of the faction play, along with player action, has given the main base home town very different feeling. </p><p></p><p>In "the dark timeline" table the party has failed a few missions due to getting a bit focused on the loot and ignoring some troubles. Locals are getting more desperate and turning to even darker forces to protect them. The town has put up a Shrine to Cthulhu thanks to the cult's help with some recent flooding. A few low level daemons are are the loose in town causing all sorts of mischief behind the scenes and creating some new factions I didn't start with. The local rangers and town militia have changed their tactics and are now recruiting even younger help to deal with all the ongoing issues. The local farms were lost due to some ongoing faction play making the long term sustainability of the town in question. That said, many of the characters have some money stashed away so they are more successful adventures financially by wide margin.</p><p></p><p>Meanwhile in "the best timeline" the party has been very focused on doing good deeds for the town. The party is as poor as dirt struggling to even put food on the table as they have been passing up opportunities for a fast buck to deal with town issues. The locals very much appreciate their efforts and are slowly starting to help them out when they are in a tight spot. The town is growing and the farms are having an unexpected bumper crop harvest.</p><p></p><p>It's been a fascinating experiment to run.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 9887140, member: 37953"] Most rpgs I play I have a faction play of some sort going on. For the last decade or so I have leaned into Kevin Crawford's systems from his X without Numbers series of rpgs. They have just enough detail I can run them without too much time and keeps me as a GM surprised on the outcomes of what the various groups achieve or fail at. They also suggest interesting ideas I would not of considered on my own when scanning the options. The Stars Without Number books with the basics of faction play are free and a great place to start. By chance I am running two Hyperboria games that had the exact same start. The results of the faction play, along with player action, has given the main base home town very different feeling. In "the dark timeline" table the party has failed a few missions due to getting a bit focused on the loot and ignoring some troubles. Locals are getting more desperate and turning to even darker forces to protect them. The town has put up a Shrine to Cthulhu thanks to the cult's help with some recent flooding. A few low level daemons are are the loose in town causing all sorts of mischief behind the scenes and creating some new factions I didn't start with. The local rangers and town militia have changed their tactics and are now recruiting even younger help to deal with all the ongoing issues. The local farms were lost due to some ongoing faction play making the long term sustainability of the town in question. That said, many of the characters have some money stashed away so they are more successful adventures financially by wide margin. Meanwhile in "the best timeline" the party has been very focused on doing good deeds for the town. The party is as poor as dirt struggling to even put food on the table as they have been passing up opportunities for a fast buck to deal with town issues. The locals very much appreciate their efforts and are slowly starting to help them out when they are in a tight spot. The town is growing and the farms are having an unexpected bumper crop harvest. It's been a fascinating experiment to run. [/QUOTE]
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