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D&D 5E Has anyone created a new faction?


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We have combined the Factions/Renown with 13th Age's Relationship dice mechanic. Working great for us so far. Great way to bring in PC's initial connections from their BG. AND to make new ones. In fact, I use them even for connections to villages the PCs save for eg (and they get to roll their relationship dice for locations only when near those locations).

If interested, check this page for how we combine the 2 ideas: http://connorscampaigns.wikidot.com/d-d-personality-bg
 

I love factions and always enjoy including various organizations and groups in my campaign settings. It's generally a good idea.

I think the DMG advice falls apart in the "perks" section. Most of the rest of the advice is good, but as presented renown is kinda unneeded as ranks are merely cosmetic and could be hand-waved. What is really needed in the subsystem is good examples of perks, but the book doesn't provide any. There's no starting point or guides to balance against.

Even the Adventurer's League - the place where factions see the most attention - doesn't have any examples of perks. Ranks are kinda useless except for downtime day unlocks at Rank 3. They're not even finished since they're saving ranks 4 and 5 for when high level adventures are released, but they've released 30 adventures and Rage of Demons is coming right up, they should expand beyond level 10 any time now.

I wouldn't want to have to create a whole perk subsystem or examples, as that's beyond my free time at the moment. But that's something I'd love to read. Someone should totally pitch that for En5ider. Generic organizations with perks. Easy money.
 

I think the more immediate question would be is anyone, outside of Adventurer League/Organized Play, actually using factions in play at all?

I am using factions in my campaign. It fits the existing campaign world well. I admit the usage is sometimes an afterthought, but that's more on me than the system.
 

I use them quite frequently to represent the different groups and organizations in my world. Part of character creation was allowing the PCs to start with 1 renown in one of the factions I presented them, to help tie them to the world. I think they're enjoying the factions, especially as they gain renown and unlock services that can be used such as a place to sell magic items, trainers for proficiencies, and ways to use their Downtime to make a little money.

I've written up over twenty of these factions, but I've only fleshed out the ones I've needed to so far.
 
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My settings has plenty of factions despite not being Forgotten Realms. In my setting, powerful guilds, clans, noble houses, and churches replace thesuper PCs of base D&D.

Instead of perks, the just provide their services at cheap rates to friends and members.

The Church of White Gold is a life insurance company and you can pay preemptively for rescue missions and revives. You can even pay off your policy by escorting NPCs to fallen heroes and villains. just DO NOT FAIL the mission as there are worse fates than death.

The Ratcatcher guild pays for all the low level rats quests. Favor with them gets you first dibs on quests in the sewers and they have the cheaper rates for passage to the elemental planes.

The West Feyland Trade Company has exclusive trade and property rights to the most valuable part of the Feylands. Membership and favor determines how much "inventory loss" they are willing to write off. Those barrels of "sugar" total fell off the ship. Note: There are no sugar plantations in West Feyland.
 


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