My New Campaign: Factions

In Emergent Stories, I wrote that various ‘major figures’ have purposes. This sounds like it means individual characters (‘figure’ in this context usually means a person), but it doesn’t have to.

A faction is a collection of people (characters or creatures, not necessarily humanoid) with a shared purpose. It seems a faction could well be the driver behind the various plots and situations in the setting.

In many ways, a faction can be even more useful than a single powerful figure. The PCs can run into Argomance the Vehement only so many times before it becomes a farce. PCs can run into agents, dupes, squads of hired blades, and champions of a faction many times without it becoming too monotonous. Each encounter can involve different NPCs, different scenarios, different goals of the NPCs, all without it being contrived.

Argomancer can evade death only so many times before it gets… awkward.

Factions also have the benefit of many bodies, which is to say they can be all over the place. Faction members can get into any kind of mischief involving the PCs, anywhere, any time.

Argomancer… not so much. If the PCs keep crossing paths with him, he loses a lot of mystery. And credibility. And intrigue.

Are factions better than individual powerful figures? I contend they are not better, but they are easier to work with from a scenario perspective.

Best, I think, is to have a mix. Have some major figures, much like 13th Age icons. For the most part they exist in the background, and are known prime directors behind events. Or perhaps only rumored. The PCs should only rarely encounter an icon or have direct interaction with their plots.

Instead, the icon is associated — positively, negatively, or mixed — with multiple factions. Some might be organizations the icon has developed to serve the icon’s interest. Some might be organizations spawned to contest the icon’s interest. Still others might be unreliable allies or looking for opportunities resulting from the icon’s activities.

And, of course, the factions can interact and interfere with each other, as well.

Within a faction, there can still be noteworthy members, who may well hold personal power. A particular faction might have an icon as its head, or maybe a faction’s leaders are ‘lesser icons’: important in their own area and interests, but not broadly noted. They might even be incredibly important in their home town and neighboring region, or incredibly important to those who hold a particular interest, but lack the ubiquitous influence of a true icon.

Lots of room to work with here. Icons, as major figures, make good figureheads (and targets) of factions, and can be the focus of many things that happen in a campaign. Factions are quite a bit easier for a GM to apply when devising a scenario, and can have a cast of recurring characters and a great variety in their cast.

I don’t believe ‘icons or factions’ is the way to go, I think ‘icons and factions’ gives me a lot more to work with.

2 Comments

  1. Nyx Wave

    KJ, in this post you argue factions can carry plots better than recurring major figures because they can recur without farce. In practice, what signal tells you a recurring figure or icon should be promoted into a full faction with its own agenda, instead of staying a face inside another faction? I keep over-modeling early and end up with decorative groups. Curious where you set that boundary during prep.

    – Nyx

    • That is a fascinating question, Nyx. Let me think out loud about it.

      Let’s tackle the easiest first: icons. Icons are often single figures (in 13th Age, The Three are an exception), and their role is largely to loom in the background. They each have a long arm that affects things across the Empire. Even though PCs are expected to have connections to icons, icons really are expected to remain in the background and not interacted with directly. Most of the time, at least. Until the PCs become important enough, I feel we can ignore icon interactions.

      Second, when I devise a faction I like to give them some faces — NPCs who represent common personalities and capabilities within the faction. There also can be ‘counter-faces’ who buck these trends. Being factions, I can always add more NPCs; if the PCs manage to remove an Inquisitor I can bring out another faction NPC.

      The third situation is the one that speaks to your question. When does an NPC become significant enough to create a new faction? Some things that come to mind…

      • If the nature of the NPC is such that they should be part of a team, even if the team is not present. The Inquisitor I mentioned above sounds like it should be associated with an inquisition. A merchant might be part of a trading group, or might stand alone.
      • Sometimes a ‘recurring character’ is closer to a ‘recurring role’. It’s possible that the PCs could encounter an itinerant merchant in many settlements around the campaign setting, but eventually that could seem exceedingly coincidental. A consortium of merchants dealing in similar trade goods could feel more likely. Of course, you can mix these, either having both types of merchant, or having a group of itinerant merchants who form a loose consortium. Jrom the Trader covers this region, Hasta the Trader covers that region, they periodically run into each other and swap goods and contact information. You can count on finding Jrom somewhere in this region, and when you go to the other region Jrom tells you to look for Hasta for similar services.
      • I have a thesis that an entity that has relationships is inherently more interesting than one that does not. Significant entities should be connected to something… and possibly multiple somethings. I am likely to see if a new entity makes sense to connect to an existing faction (or more than one) rather than create a new one.

      … some initial thoughts, at least. I feel like I should think this through some more, I’m not satisfied with my answer, yet.

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