Social encounters, players-driven change and diversity in setting all stem from factions. However, the term “faction” is very broad in adventure design. It certainly describes an established group of individuals, but the size of that group varies tremendously. Even individuals could function as a faction. So, what designates one?
It’s hard to create a variety of engaging factions to mess around with. Obstacles are very adventure-dependent. Goals and assets, on the other hand, can draw inspiration from the role a faction plays in society: the Faction Archetype.
2d8 | Faction Archetype | Goals | Assets |
---|---|---|---|
2 | Loners | Peace | Hamlets; Druids; Pets; Wisdom |
3 | Entertainment | Fame | Theaters; Bards; Disguises; Charisma |
4 | Healthcare | Health | Bathhouses; Surgeons; Drugs; Remedies; |
5 | Science | Discovery | Laboratories; Artificers; Books; Knowledge |
6 | Nourishment | Growth | Taverns; Farmers; Rations; Hunger |
7 | Extractors | Resources | Mines; Lumberjacks; Materials |
8 | Guildmasters | Monopoly | Workshops; Tailors; Tools; Craftsmanship |
9 | Commerce | Wealth | Casinos; Merchants; Treasures; Trade |
10 | Transportation | Connection | Harbors; Explorers; Vehicles; Charts |
11 | Outlaws | Defiance | Camps; Assassins; Poisons; Fear |
12 | Military | Order | Fortresses; Archers; Armor; Might |
13 | Authorities | Safety | Jail; Firefighters; Accommodation; Authority |
14 | Aristocrats | Hierarchy | Mansions; Senators; Ornaments; Status |
15 | Religion | Unity | Temples; Oracles; Followers; Blessings |
16 | Transcendence | Power | Wizard Tower; Cultists; Spellbooks; Rituals |
Archetypes determine a faction’s focus: don’t make them monoliths. A religious faction can still be a dominant force militarily (think of the Papal States). Archetypes determine a focus, from which gameplay emerges. Even the assets and goals I provide are merely suggestions. Disregard them when necessary.
It’s possible, and even advised, to combine archetypes. I prefer rolling twice on the table, giving me two sources of inspiration while still providing focus. Combining this with a compelling adventure location almost writes that adventure on autopilot.
Looking at factions through the lens of these archetypes helps avoid different factions feeling similar. It’s a fun exercise to look at existing adventures and try to reverse-engineer them (which is a good moment to market my own adventures). Hopefully the provided table of archetypes is helpful! I’d love to hear if you add it to your toolbox.
Cheers,
Willem-Jan
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