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<blockquote data-quote="Aldarc" data-source="post: 8661370" data-attributes="member: 5142"><p>Star Without Numbers has guidelines for creating and using factions. These guidelines were direct inspirations, and explicitly cited as such, for John Harper when creating <em>Blades in the Dark</em>. </p><p></p><p>Kevin Crawford recommends only bothering with running a max of six factions. Others can exist, but trying to operate all of them at once is usually not worth the effort. Also while factions can be as large or small as you need them to be, I find that <em>localized</em> factions work better, particularly for introducing the game world and contexualizing larger issues/conflicts. So I suggest starting with local NPCs or factions that the PCs are likely to encounter (or you may want to encounter) in the vicinity where the action starts or the home base area. Build from there based on PC engagement. Start small. Start immediate. Start in the faces of the PCs and the slice of the faction that they can see. </p><p></p><p>If we are talking Star Wars, for example, what the criminal Pyke Syndicate wants on the macro-level may differ from what the Pyke Syndicate wants at the local level of Tatooine or even Anchorage. This may be because the head of the local faction wants to rise through the ranks or represents a rival to the top.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8661370, member: 5142"] Star Without Numbers has guidelines for creating and using factions. These guidelines were direct inspirations, and explicitly cited as such, for John Harper when creating [I]Blades in the Dark[/I]. Kevin Crawford recommends only bothering with running a max of six factions. Others can exist, but trying to operate all of them at once is usually not worth the effort. Also while factions can be as large or small as you need them to be, I find that [I]localized[/I] factions work better, particularly for introducing the game world and contexualizing larger issues/conflicts. So I suggest starting with local NPCs or factions that the PCs are likely to encounter (or you may want to encounter) in the vicinity where the action starts or the home base area. Build from there based on PC engagement. Start small. Start immediate. Start in the faces of the PCs and the slice of the faction that they can see. If we are talking Star Wars, for example, what the criminal Pyke Syndicate wants on the macro-level may differ from what the Pyke Syndicate wants at the local level of Tatooine or even Anchorage. This may be because the head of the local faction wants to rise through the ranks or represents a rival to the top. [/QUOTE]
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