RPG Factions

As both a DM and a Player I like Factions as world building tools and ideally as story engines.

Factions help signal what's important in the campaign, provide clear NPC motivation and help anchor PC engagement within the setting. Moreover Faction interactions and rivalries in particular make the world alive and dynamic. I particularly like how Dungeon World Fronts work to establish Grim Portents that can drive PC engagement in stories. Combining these with some of Blades in the Dark Turf rules allows PCs to become an active player in the faction dynamics

Example
Name: Redbrand Type: Criminal Gang
Purpose: Extort Phandalin for profit. Longterm: Expand to control local trade routes
Approach: Intimidation, Extortion
PR Recruitment: Ruffians and Lieutenants might be persuaded to recruit you
Advancement: Thugs - Lieutenant - Leader (Glassstaff)
Key NPCs: Ruffians, Iarno Glasstaff,
Holdings: Hideout, Warehouses, Ruffians, Black market, Information
Special Assets: Minor magic , Glasstaff (Wizard)
Rivals: Town Authorities, Harpers, Cragmaw Goblins
Allies: Bandits, Bugbears, tolerated by Zhentarim
Stability: 2/5 Average - internal rivalry between Lieutenants
Grim Portents: Intimidation of the townsfolk, Redbrand gain strength, Cragmaw retaliation, Trade disrupted, Harpers Investigate
Adventure Hooks: PCs extort townsfolk or infiltrate gang hideout

* although PCs are unlikely to join, I used it as an example
 
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As both a DM and a Player I like Factions as world building tools and ideally as story engines.

Factions help signal what's important in the campaign, provide clear NPC motivation and help anchor PC engagement within the setting. Moreover Faction interactions and rivalries in particular make the world alive and dynamic. I particularly like how Dungeon World Fronts work to establish Grim Portents that can drive PC engagement in stories. Combining these with some of Blades in the Dark Turf rules allows PCs to become an active player in the faction dynamics

Example
Name: Redbrand Type: Criminal Gang
Purpose: Extort Phandalin for profit. Longterm: Expand to control local trade routes
Approach: Intimidation, Extortion
PR Recruitment: Ruffians and Lieutenants might be persuaded to recruit you
Advancement: Thugs - Lieutenant - Leader (Glassstaff)
Key NPCs: Ruffians, Iarno Glasstaff,
Holdings: Hideout, Warehouses, Ruffians, Black market, Information
Special Assets: Minor magic , Glasstaff (Wizard)
Rivals: Town Authorities, Harpers, Cragmaw Goblins
Allies: Bandits, Bugbears, tolerated by Zhentarim
Stability: 2/5 Average - internal rivalry between Lieutenants
Grim Portents: Intimidation of the townsfolk, Redbrand gain strength, Cragmaw retaliation, Trade disrupted, Harpers Investigate
Adventure Hooks: PCs extort townsfolk or infiltrate gang hideout

* although PCs are unlikely to join, I used it as an example
This is one of the best "at a glance" faction formats I have ever seen. Absolutely stealing this, so good!!

I think the parts that make it great is that you ALSO put "Longterm" and "Approach" and "Stability". Those three aspects elevate this to a kinda whatever listing to a very useful and easy to expand on format. Well done!
 


I love factions.

I do not care for Ravnica as a setting but their implementation in Guildmaster’s Guide to Ravnica is my north star when designing them; it’s brilliant. Eminently useful book for faction play; I wish more recent attempts at factions took a page from it.
 

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....
When possible, as a player, I prefer to avoid them.
As a GM, I hate running the metaplot factions in many games, since they often result in either mono-faction parties and someone's blocked from their favorite faction, or highly contrived multi-faction parties, or a bunch of rebels against the factions. Or everyone agrees to ignore the fluff, making it superfluous, thus wasted ink and paper.

The VTM and Werewolf factions in WoD are interesting reads, but I hate playing/running them.

I don't mind them in L5R, because it's got several good reasons the clans can generate mixed parties - Winter Court (which often involves PVP), Magistrate parties, an outlier or two in a single clan game can be a clan hostage or a married-in spouse... and the inspirational media is rife with same.
 

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