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Faction Archetypes

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What Factions are 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? Goals : What does a faction want, and why? Without a goal they’re passive and uninteresting. With one, factions gain direction and a position towards the players. Obstacles : Why hasn’t their goal been reached yet? A faction continuously attempts to overcome these obstacles (one by one). Stopping or helping a faction is the main gameplay loop they provide. Assets : What resources do they have? This describes the faction’s current position. It also determines the reward players get when helping, or the obstacles they face when stopping them. Think locations, treasures, or number of followers. It’s hard to create a variety of engaging factions ...