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<blockquote data-quote="IchneumonWasp" data-source="post: 6495951" data-attributes="member: 6787632"><p>I have played a lot of Vampire: the Masquerade (both as a player and a game master) and, as other have mentioned before, it is full of factions. The difficulty is such games is often that, while faction are great in that they automatically link the player characters to the world/story and what is happening it in, it is more difficult to bring the party together and make them work like a team. </p><p></p><p>One time I was running a game of Dark Age Vampire (set in ancient Constantinople), and the game really failed, because I just couldn't get the player characters to 'care' about each other and work towards common goals. Although it was one of the best games I've ever run, it did really suffer because of that. I have also played Werewolf: the Forsaken and I feel that game really has a good balance and escapes the problem of Vampire games as the werewolf character have a real in game reason to work together as a 'pack'. </p><p></p><p>In D&D games, I haven't seen much factions in play, at least not of the kind of characters joining them. I'm currently still building my 5e campaign world, but I am trying to incorporate them. Currently, the plan is to have different semi-neutral guilds have a very present place in the world. I think factions fulfill 2 goals in the game:</p><p></p><p>1. They are organizations that provide the players with storybooks, quests, and can be involved in the plot.</p><p>2. They are one way the player characters can differentiate themselves.</p><p></p><p>So, I'm now planning on indeed including at least the following organizations that the players can join: a thieves/pirate guild, a wizards guild, a semi-religious order of knights, one main church and two secret cults, one worshipping nature and one worshipping creatures from the Far Realm.</p><p></p><p>Since the point is to allow the players to differente themselves, I try to make these factions more than just your average wizards and thieves guild, each having their own objectives and political agenda. Also, it isn't per se obvious that the rogue would join the thieves guild and the wizard the wizards guild, but any scholarly type whose main aim is to gather and uncover forgotten knowledge may feel like joining the 'wizards guild'. </p><p></p><p>However, in this campaign I'm planning, I'm aiming for a more easy going and 'simple' game world, so I'm not designing the guilds with the idea of increasing party conflict. So, <em>most</em> of them will usually get along just fine.</p></blockquote><p></p>
[QUOTE="IchneumonWasp, post: 6495951, member: 6787632"] I have played a lot of Vampire: the Masquerade (both as a player and a game master) and, as other have mentioned before, it is full of factions. The difficulty is such games is often that, while faction are great in that they automatically link the player characters to the world/story and what is happening it in, it is more difficult to bring the party together and make them work like a team. One time I was running a game of Dark Age Vampire (set in ancient Constantinople), and the game really failed, because I just couldn't get the player characters to 'care' about each other and work towards common goals. Although it was one of the best games I've ever run, it did really suffer because of that. I have also played Werewolf: the Forsaken and I feel that game really has a good balance and escapes the problem of Vampire games as the werewolf character have a real in game reason to work together as a 'pack'. In D&D games, I haven't seen much factions in play, at least not of the kind of characters joining them. I'm currently still building my 5e campaign world, but I am trying to incorporate them. Currently, the plan is to have different semi-neutral guilds have a very present place in the world. I think factions fulfill 2 goals in the game: 1. They are organizations that provide the players with storybooks, quests, and can be involved in the plot. 2. They are one way the player characters can differentiate themselves. So, I'm now planning on indeed including at least the following organizations that the players can join: a thieves/pirate guild, a wizards guild, a semi-religious order of knights, one main church and two secret cults, one worshipping nature and one worshipping creatures from the Far Realm. Since the point is to allow the players to differente themselves, I try to make these factions more than just your average wizards and thieves guild, each having their own objectives and political agenda. Also, it isn't per se obvious that the rogue would join the thieves guild and the wizard the wizards guild, but any scholarly type whose main aim is to gather and uncover forgotten knowledge may feel like joining the 'wizards guild'. However, in this campaign I'm planning, I'm aiming for a more easy going and 'simple' game world, so I'm not designing the guilds with the idea of increasing party conflict. So, [I]most[/I] of them will usually get along just fine. [/QUOTE]
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