Faction Archetypes

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?

What Factions have

  1. 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.
  2. 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.
  3. 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 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

How to use Archetypes

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.

Conclusion

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.

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