RPG Factions

RenleyRenfield

Adventurer
In-game factions = (VtM Camarilla, D&D Harpers, Fallout Brotherhood of Steel, Mage Awakening Adamantine Arrow, Infinity PanOceana, Fighters Guild, Mages Guild, Thieves Guild, etc etc etc)

What do you look for as a player when it comes to in-game factions?

As a player, what are most games missing when it comes to the info you need to use a faction in your games and plots?

As a player, what RPG books have the best faction(s) that you have gotten ages of plots and interaction from?


If you are GM then al same, but from GM perspective....
 

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I wish I used factions more. As the DM, I should have the npcs be in more factions to introduce the players and PCs to more options.

As a player I would want more options to how the faction is going to influence the game and thus the PC. Being a Harper might be cool, but how does that help me? Does that come with allowing me to have a NPC contact that I can go to for knowledge or just a mechanic that I can roll a history check with advantage.
 


I think the WotC ones that I've seen are really boring, personally, and feel like "OK, sign up to get boons X and Y, and we'll never talk about them again."

As a DM, I'd much rather have factions that are obvious movers and shakers in the setting, with information on what they're going to do in setting X or adventure Y if the PCs don't alter the situation in some fashion. Then, if the PCs want to join up with a group, they're going to be part of something dynamic happening, rather than having it just be a meaningless club they join. And if they don't want to join up, they can see the consequences of that happening as well.

It's fine if there's some factions that are just guilds to join for perks, like an adventurers guild that's the source of healing potions and such, but those should be the exception, not the rule, as they currently are, IMO.
 

I love factions in games. They can be so much fun. I don't really have any book recs with pre-written factions, but do have one on making your own. Check out The Game Master's Handbook of Proactive Roleplaying. It's a great guide for building the setting, NPCs, factions, etc around the PCs and their goals.

The short version is: ask the players what they want and put obstacles in their way. Makes things so much easier. With factions you can have them be aligned with, against, or intersecting with the PCs' goals in various ways to generate interesting play. The factions' goals also interact with the other factions' goals. And of course these all shift over time. You can get some really great, dynamic play from this kind of set up.
 


My personal gold standard for Factional play is of course Blades in the Dark. When I've been building setting type stuff for any other games, I find myself trying to actively mirror that format. In a more traditional format, the way that the 4e Neverwinter Campaign Setting operationalizes a bunch of the classic FR factions into here-and-now plans and plots that then have direct hooks into each character's chosen backstory is the next best thing I've seen.

In both cases, IMO the key is letting the players have some degree of "picking the factions they care about" early on (ideally starting with char creation / session 0). Then you're invested.
 


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