Many of the mechanics and systems are designed explicitly to integrate.

One example may be the faction growth — tying into the plot generator.

Ideally, the plot generator should be able to seed an adventure one session in length, to six months’ of campaign, to multiple years (for those stories whose plots span hundreds or thousands of years).

But right now I’m focused on a six-month campaign.

A faction, at its simplest, spawns Player Characters. Well, factions provide the potential-energy equivalent of Player Characters. Factions are what make character classes possible. Factions provide equipment and training.

In the comments on my last post, I described the creation of a faction involving ability scores, assets (i.e. race), and sectors (i.e. class).

The scores of a faction are currently:
– Populace
– Industry
– Location
– Science
– Politics
– History

Industry informs a faction’s equivalent of hit points, “Capital.” When Capital reaches zero, the faction dies — much as a character dies at 0 hit points.

Sector contributes to Capital, as character class contributes to hit points. The sectors include: Criminal, Vigilante, Political, Military, Business, Commoner, Academic, and Spiritual.

Assets determine the sort of resources a faction can produce. There are nine assets: Needs, Cash, Labor, Goods, Favor, Magic, Land, Lore, and Power.

Some Sector/Asset combinations will appear intuitive:
– Business (Goods) -craftsman
– Business (Labor) -tradesman
– Business (Cash) -moneylender
– Business (Favor) -guild
– Commoner (Labor) -laborers/slaves
– Commoner (Needs) -farmers
– Commoner (Favor) -labor union
– Academic (Lore) -university
– Academic (Magic) -wizard college
– Spiritual (Favor) -monastery
– Spiritual (Magic) -temple
– Military (Power) -army
– Political (Favor) -aristocrats
– Political (Power) -government
– Criminal (Labor) -slavers
– Criminal (Power) -bandits/raiders

This list isn’t exhaustive, and may not be entirely accurate. I tried to come up with some obvious ones, I’ll leave it to you to find others.

I’ve been trying to come up with a resource/expansion system that will be abstract and flexible enough to represent most faction types, while being familiar, intuitive, and straightforward.

What I have now is a mashup of rules borrowed from Lords of Waterdeep, Decipher’s Star Wars CCG, Red Dragon Inn, Settlers of Catan, and Risk.

– A campaign is six rounds.
– Each round is one month.
– Each faction produces 5 resources on its turn.
(Resources may be of any asset type the faction produces.)
– Resources may be spent however the faction sees fit.
– Influence may be redeemed to advance faction level.

Here are some things which may be purchased with resources:
– Base of Operations (4) -produces one extra resource/turn
– Upgrade to Base (5) -produces one extra resource/turn
– Spread Influence (2) -redeem influence for faction XP
– Establish Outpost (4) -produces one influence/turn
– Recruit Follower (3) -function as bodyguards/generals
– Attack Faction (1) -must target a base of operations
– Seize Initiative (1) -take the first turn next round

Until a faction constructs a Base of Operations, it remains “only” a faction.

Once a faction constructs a Base of Operations (like a Town Hall in Warcraft), it becomes a “settlement” and is vulnerable to direct assault.

Factions can theoretically advance all the way up the ranks without “settling down,” but they’ll have to do it on a smaller budget of resources. Examples of “baseless” factions include hunter-gatherers. And barbarian hordes.

Attacking a faction is the easiest way to kill it, but you can only attack a faction that has a base of operations. Factions in some Sectors may still be able to whittle down baseless factions, but I’m still developing that element.

Redeeming influence to advance a faction’s level gets incrementally more difficult each time it occurs during a campaign. The first faction only requires as least four influence to advance. The next one needs six. And so on.


Now, the reason why it gets incrementally harder for factions to advance, is because every time they do — it advances the “plot line,” which is a function of my Plot Generator. (Which I haven’t posted about in some time… sigh.)

Depending on where the plot line started, it may be uneconomical for a faction to do anything beside expanding its influence and building outposts.

And that’s about all I have time for today.

Signing off for now.