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General Tabletop Discussion
*TTRPGs General
Really good structure for Factions (system agnostic)
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<blockquote data-quote="TheSword" data-source="post: 9725756" data-attributes="member: 6879661"><p>So all [USER=42582]@pemerton[/USER] ’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.</p><p></p><p>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.</p><p></p><p></p><p>What do you think? A helpful way of considering a faction as it relates to a campaign or do you have a better idea?</p></blockquote><p></p>
[QUOTE="TheSword, post: 9725756, member: 6879661"] So all [USER=42582]@pemerton[/USER] ’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. What do you think? A helpful way of considering a faction as it relates to a campaign or do you have a better idea? [/QUOTE]
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Really good structure for Factions (system agnostic)
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