How to Set Up and Use Faction Turns: Addendum
In the original post, I discussed the basics of setting up and using faction turns. However, after further reading, experimenting with faction procedures, and addressing questions about the process, I realized there are additional details and examples that could benefit you. This addendum provides deeper insights into goals, missions, tasks, and more, helping you refine your use of faction turns in your campaigns.
📌 Find out more about Faction Turns and how to integrate them here:
Goals, Missions, and Tasks
Some readers found the definitions unclear, so here's a concise clarification:
- Goals with Long Progress Bars (12+ segments):
- Broad objectives that unfold slowly over time. They don't frequently impact the game, but when they do, the effects are significant.
- Missions with Moderate Segments (4+ segments):
- Intermediate steps between goals and tasks. They have a greater impact than tasks and occur more frequently than goals.
- Tasks with Short Segments (1-2 segments each):
- Smaller steps within missions. They allow factions to achieve minor objectives more frequently, keeping the gameplay engaging.
Flexible Approach: Not every faction needs to operate at the same level (Goal, Mission, Task). Adjust the focus as needed, based on the story's needs or the players' actions. For example, if players encounter a faction previously tracked by missions, you can switch to a task-focused approach to reflect the situation's immediacy.
Do Goals consist of a defined set of Missions and Missions of a defined set of Tasks? Generally, you define one mission or task and add new ones as they are completed, keeping the narrative dynamic and adaptable. The system is flexible; while you can predefine a list of missions for a goal, this approach may be more rigid and limit adaptability. Factions may need to adjust their plans based on in-game events.
Interpreting a Failed Faction Turn Roll
A common question is how to interpret a failed roll. While "nothing happens" is the default outcome, you can use failures to add depth to the story, noting reasons or events that might explain the lack of progress.
- Single Failure:
- Typically means no progress was made. The faction may be dealing with minor setbacks or distractions.
- Repeated Failures:
- Could suggest internal issues, such as disorganization or a lack of resources. Alternatively, it might indicate that the faction's current path is not viable.
- Persistent Non-Advancement:
- If a mission or task continually fails, the faction might reconsider its priorities. They could decide to abandon the effort or shift focus to something more achievable.
Sometimes inspiration strikes, and you might come up with a good reason why an attempt failed. Be sure to note these down and include them. The system is primarily for structured note-taking to advance the world beyond player interactions and to inspire new layers in your world based on the rolls' results.
Adapting the Procedure
During your campaign, you may need to adjust the procedure based on the evolving narrative. For example:
- Skipping a Turn:
- When a faction faces significant setbacks, they might need time to regroup.
- Changing a Mission:
- A faction may pivot their efforts if a mission proves unfeasible or a new opportunity arises.
- Adjusting Success Probability:
- Depending on circumstances, you might increase or decrease the likelihood of a faction succeeding in a mission.
Be mindful of balancing these adjustments to prevent one faction from becoming disproportionately powerful or weak.
Abandoning a Mission with Progress
Sometimes a faction may need to halt a mission mid-progress due to unforeseen circumstances. The partial progress should still have some impact on the world. If they return to the mission later, new challenges may arise, such as external interference or deteriorated conditions. Represent this by increasing the mission's difficulty or adding new tasks.
Adding Agents to Missions
After reading the faction procedures of Cairn 2e, I realized the importance of NPCs as faction representatives. These agents are crucial for player interaction, as they personify the faction's goals and missions.
- Assign at least one Agent per faction:
- This character serves as the player's main point of contact, facilitating interaction with the faction.
- Consider multiple Agents:
- Having three agents, each representing a different active mission, can provide more avenues for engagement and enrich the narrative.
- Give the Agents Personality:
- Creating compelling NPCs can be challenging, so it's worth planning them in advance. Give them interesting and memorable traits, ideally reflecting aspects of the faction's identity. Well-developed agents also have their own distinct desires and connections to other NPCs in the world, grounding them in the setting.
This setup allows players to make more informed decisions about how to engage with each faction, whether to assist, oppose, or ignore them.
I hope this addendum clarifies the procedure and provides more detailed guidance. This draft has been sitting in my notes for a while, unfinished. After reading the recent Cairn Warden's Guide, it urged me to finish it, mainly because the Agents are a crucial addition. I'm planning to implement these concepts in my Dolmenwood Factions and encourage you to do the same in your campaigns!
If you need inspiration and good spark tables for generating factions and their goals, go read Cairn!