D&D did, IMO, a pretty awful job with factions and are an excellent example of how a whole lot of words can be of very little use. Ravnica was supposed to be the 'faction' book, and the Guilds in that setting are supposed to drive the action. What's actually in the book though? A renown stat that does absolutely nothing other than measure status within the guild, and even then has no mechanical effect whatsoever other than as a prerequisite for positions within the guild. You get contacts, yay, but they're off a table and also have zero mechanical support. You have a small handful of background abilities, which also have nothing to do with the actual factions. Finally, you have some descriptive text about what the guild does and how much they like or dislike each other, but again, no mechanics at all, and almost no specifics. No rules for faction interactions, no rules for the factions themselves, no rules for influence or favors, no rules for PC impact on the guild, or guild policy, or anything.
In short, there are almost no actual rules for factions in Ravnica at all. It's all char gen and flavor text. I'm perfectly capable of using what's there in a campaign but the lack of rules means I'm doing all the grunt work, and all the adjudication ends up being DM fiat, all the narrative stuff and guild interaction is DM fiat. It's not really particularly good for maps and notes type prep, and it's brutal for play to find out style games. The players have no hand holds or rules at all to help the gauge the potential effect of their actions in relation to their faction, and no guidance about what a negative or positive relationship with other factions actually does, and nor does the DM. Anyway, I'll get down off my soapbox now. Lets just say it wasn't what I was looking for. /rant
In short, there are almost no actual rules for factions in Ravnica at all. It's all char gen and flavor text. I'm perfectly capable of using what's there in a campaign but the lack of rules means I'm doing all the grunt work, and all the adjudication ends up being DM fiat, all the narrative stuff and guild interaction is DM fiat. It's not really particularly good for maps and notes type prep, and it's brutal for play to find out style games. The players have no hand holds or rules at all to help the gauge the potential effect of their actions in relation to their faction, and no guidance about what a negative or positive relationship with other factions actually does, and nor does the DM. Anyway, I'll get down off my soapbox now. Lets just say it wasn't what I was looking for. /rant