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.
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.
What do you think? A helpful way of considering a faction as it relates to a campaign or do you have a better idea?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.