The factions are actual organizations, like guilds, with training programs and indoctrination. Agreeing with them does not make you a member any more than like King Arthur makes you a knight.
Yes, now we have that mechanic, it really does make the most sense for the factions, although I'm tempted to keep the ideals as a prerequisite for being approved.Food for thought: Use Renown (from DMG) for the factions rather than backgrounds. As you rank up in renown, you gain access to feat and perhaps gain a boon (DMG) appropriate to the faction.
I began doing this, and I should be ready to start sharing stuff soon. Basically I made a Renown 1-10-25-50 chart for each faction which corresponds to namer-factotum-factor-factol ranks, and the special abilities the faction member gains at each rank. I'm using the Factol's Manifesto from 2e.Food for thought: Use Renown (from DMG) for the factions rather than backgrounds. As you rank up in renown, you gain access to feat and perhaps gain a boon (DMG) appropriate to the faction.
There is no interest among friends!I added more XP for "interest."
|1||0||-||Participate in Faction Activities|
Receive Your Faction's Insignia
Apprenticeship to an Adventurer Mentor
|3||10||5th level, 1 secret mission||Faction Downtime Activities|
|4||25||11th level, 3 secret missions||Become a Mentor|
|5||50||17th level, 10 secret missions||Become a Faction Leader|
Namer, Factotum, and Factor, probably.It's an interesting model to apply to creating Planescape Factions, even if we don't know what apprenticing, mentoring, and faction leadership would look like exactly.
Please, sir, may I have some more?An update!
I have finished a rough draft of the factions, which I've attached as a PDF. Let me know what you think.
Note that the PDF is for an adventure I'm writing and includes other stuff like optional Inspiration rules, races, and spells. Chapter 3 has the faction stuff.
More on the factions? Or more on the mega-adventure?Please, sir, may I have some more?