Really good structure for Factions (system agnostic)

TheSword

Legend
So all @pemerton ’s talk of ‘Best Interests’ and using them to provide alternative spurs to story than maps and events, reminded me of the Faction write ups in Dungeons of Drakkenheim sand box adventure. I’ve seen similar attempts to do this in other products like Lords of Darkness (The Forgotten Realms 3e villains book) but never as comprehensive or useable as the factions in that book. It really does make these organisations be sandbox come to life in a way that rumours and keyed locations don’t quite reach.

I’m not going to copy text but I thought I would summarize the 4-6 page write up each faction has which brings it to life. In my opinion you could use this in any campaign. I could easily see this applied to a criminal enterprise like the Zhentarim, a political faction like the Harmonium, or any unique but poweful group like one of Eberron’s Dragonmarked Houses. Any campaign where powerful organisations want to be involved with what the PCs are doing. In my opinion a write up like this helps make these organisations be more relevant. The structure encourages interaction driven by the PCs and helps the DM consider appropriate consequences. Always giving the players a reason to interact with the group, for good or ill.

Background: The history of the faction as it intersects with the campaign.

Attire: Signs, symbols and methods for identifying faction members.

Strongholds: Key locations that act as a safe faction base of operations with the borders of the campaign.

Objectives: What are the 2-3 key goals of the organization and its leadership that relate to the campaign.

Roleplaying Traits: A selection of Traits, Ideals, Bonds and Flaws that can be used to quickly flesh out NPCs or Player Characters in the faction.

Key Figures: The senior leader of the faction within the campaign and the faction agent most likely to first make contact with the players.

Missions: What assignments or quests the faction might request or assign to the party. These should relate to the Objectives, Bonds, and Ideals of the faction.

Boons: What means does the faction have at its disposal to reward those that complete their missions or advance their goals. This will encompass resources, rewards and enticements

Strike Teams: What are typical NPCs that would enforce the organization’s objectives or defend their assets. What might a group sent against the party look like?

Schemes: What measures would the faction take against PCs or rival factions that stood in their way or attempted to thwart them.
What do you think? A helpful way of considering a faction as it relates to a campaign or do you have a better idea?
 

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I like the faction approach in Wicked Ones, even though I haven't actually played it so I really don't know how well it works in practice. Each faction has one or more goals they are working towards, and players can interact with those goals either working for or against them.

Progress towards a goal is represented by a "progress bar" called a clock, and, for example a goal might be "sabotage the Great Bridge to make it difficult for Baron Crimson's troops to advance". Players are free to interact with these more or less directly. They might also be consequences for failing a check (or succeeding a check, if the goal is beneficial).
 

I like the faction approach in Wicked Ones, even though I haven't actually played it so I really don't know how well it works in practice. Each faction has one or more goals they are working towards, and players can interact with those goals either working for or against them.

Progress towards a goal is represented by a "progress bar" called a clock, and, for example a goal might be "sabotage the Great Bridge to make it difficult for Baron Crimson's troops to advance". Players are free to interact with these more or less directly. They might also be consequences for failing a check (or succeeding a check, if the goal is beneficial).
Having a measurement for the relationship as well is probably a useful tool too. I quite like a simple slider. The title in brackets is for PCs that have joined the faction. You can move up and down the slider and it’s possible - depending on class, species, other faction allegiance - to start higher or lower on the chart.

+3 Trusted Ally (Leadership)
^
+2 Firm Friend (Member)
^
+1 Cautious Colleague (Initiate)
^
0 Neutral/Apathetic
^
-1 Distrusted Target
^
-2 Disliked Foe
^
-3 Hated Enemy
 
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What do you think? A helpful way of considering a faction as it relates to a campaign or do you have a better idea?
Blades in the Dark is oft praised for it's faction element. It's fairly light compared to Dungeons of Drakkenheim, but more detailed than Wicked Ones (which barely has anything even though it's a Dungeon Keeper reskin of BitD).
Each faction is given:
Tier: an abstract representation of the power it can bring to bare (physically, politically, etc. combined).
A brief description.
Faction clock: One or more goals represented by a progress bar in the form of a pie chart (what Wicked Ones uses).
Turf: Territory that the faction controls.
NPCs: Named characters that are prominent members of the faction.
Notable Assets: Things the faction can use to its ends, including personnel, equipment, funds, etc.
Quirks: A element unique to the faction that distinguishes it from others.
Allies: List of other factions/NPCs on good terms with the faction.
Enemies: List of other factions/NPCs on bad terms with the faction.
Situation: A description of an event that is affecting the faction, that could be used to dictate/influence what the faction does, and could be utilised by the PCs.

Having a measurement for the relationship as well is probably a useful tool too. I quite like a simple slider. The title in brackets is for PCs that have joined the faction. You can move up and down the slider and it’s possible - depending on class, species, other faction allegiance - to start higher or lower on the chart.

+3 Trusted Ally (Leadership)
^
+2 Firm Friend (Member)
^
+1 Cautious Colleague (Initiate)
^
0 Neutral/Apathetic
^
-1 Distrusted Target
^
-2 Disliked Foe
^
-3 Hated Enemy
BitD also has a +3 to -3 scale to measure the PC crew's status with other factions:
+3: Allies.
+2: Friendly.
+1: Helpful.
0: Neutral
-1: Interfering.
-2: Hostile.
-3: War.
 
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