The Grinding Wheels of Disorder: A Method for Managing Factions and Their Moves
I have struggled, and I know I am not alone in this, to maintain the movement of factions in my home campaign. When one plays biweekly, one is focused first on what the players will or could encounter at the table. I tend to prefer building campaigns that way, rushing a bit ahead of my players to hang drywall and slap up paint, creating a strange metallurgist intrigued by hypnotic space metals, what have you.
But where this method (or lack of a real method) falls down is managing the various machinations happening "off screen". In my current campaign "Postcards from the Edge" which is based vaguely on Spelljammer 2e, there are four main factions which I have developed with my players during pre-session 0 world and character creation. I also have an intentionally deeply malevolent and authoritarian mindflayer faction, the Dominator Creed, or as they self style, "The Planar Voyagers".
As we are now a year into this campaign, I have found that it's difficult to remember to move the factions and their various macro scale political machinations forward. The Dragon Game (which I am using for this) does not have downtime. My factions were initially developed using Dungeon World fronts, though simplified.
Progress Clocks, as seen in Blades in the Dark, give factions a series of tasks to complete with progress clocks on each to complete them. The way I have used this is: roll a d6 each session, on a 6 they gain a pie section toward the completed project. Signal progress on clocks through rumors the player party receives from information brokers/wandering minstrels/town criers.
My issue is, politics is not as clean as this. I'd like to propose a spark table/push your luck based method for faction actions based on my meandering thoughts on The Quiet Year by Avery Alder, Blades in the Dark by John Harper, In a Wicked Age by Vincent and Meg Baker, Oblique Strategies by Brian Eno and Peter Schmidt, Dungeon World, and (edit) Michael Raston's Empyrean Dynasty as well as ongoing conversations I've had about spark tables with Tam H. over the last few years. So, here's an incomplete idea on considering faction actions in the context of the world. Also: we had a conversation about this on a discord server I'm on!
First, determine your Faction's agenda
Write their one sentence mission statement, main resources, complication or weakness, and level of influence amongst neighbors (High influence, average influence, low influence).Next, Roll for a Faction Action
1. Invent: something new is invented to support the faction and or/their agenda (simple, complex)
2. Discover: a new resource (ample, scarce) or threat is discovered (prepared, caught off guard)
3. Invade: the faction acts violently and attempt to seize control (of territory, resources), (brazenly, stealthily)
4. Search: the faction attempts to find (something lost, something belonging to a friend or rival)
5. Begin a Project (Low Complexity, High Complexity). A project should have a clear start or end, and be measurable.
6. Unifying the Faction (through discussions or consensus, through aggression, threats or violence)
Push Your Luck: Opportunities and Complications
1. Regardless of success or failure, a resource (material, reputation) is sacrificed.
2. Regardless of success or failure, there is a significant betrayal.
3. Regardless of success or failure, there is unintended harm (to the populace, to a project).
4. Regardless of success or failure, a resource is discovered or strengthened.
5. Regardless of success or failure, a relationship begins, grows stronger, or is repaired.
6. Regardless of success or failure, the faction's morale and unity is improved.
Faction Action's Level of Success
Setting Events in the Background
2. Pestilence and Plague. How does the faction treat or contain the plague? Does it build unity or loud dissension among the populace?
3. Bounty and Abundance, Devastation. How does the faction use this plenty? OR How does the factio navigate this resource devastation?
4. Assassination (of character, of a person). Who is pilloried or slain and how does it impact the factions?
5. Cultural product (novel, art) captures the society's imagination. Is its influence celebrated or treated with suspicion?
6. Conflict or violence. What is the spark of violence or conflict? Is intractable or able to be resolved? If so, how?
More thoughts I have on factions:
https://hopefulweirdwonder.blogspot.com/2021/09/collaborative-world-building-for-your.html
https://hopefulweirdwonder.blogspot.com/2021/09/collaborative-worldbuilding-part-2.html
This is great, thank you!
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