Faction Archetypes

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?


  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

Goal

Assets

2

Loners

Peace

Hamlets; Druids; Pets; Wisdom

3

Entertainment

Fame

Theaters; Bards; Disguises; Charisma

4

Healthcare

Health

Bathhouses; Surgeons; Drugs; Remedies;

5

Nourishment

Growth

Taverns; Farmers; Rations; Hunger

6

Extractors

Resources

Mines; Lumberjacks; Materials

7

Guildmasters

Monopoly

Workshops; Tailors; Tools; Craftsmanship

8

Science

Discovery

Laboratories; Artificers; Books; Knowledge

9

Commerce

Wealth

Casinos; Merchants; Treasures; Trade

10

Transportation

Connection

Harbours; Explorers; Vehicles; Charts

11

Outlaws

Defiance

Camps; Assassins; Poisons; Fear

12

Military

Order

Fortresses; Archers; Armor; Might

13

Authorities

Safety

Jaisl; 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.


Cheers,

Willem-Jan

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