projects:odds_rpg:modules:factions
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| projects:odds_rpg:modules:factions [2026/02/17 20:27] – created freedomotter | projects:odds_rpg:modules:factions [2026/02/17 21:06] (current) – freedomotter | ||
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| ====== Faction System ====== | ====== Faction System ====== | ||
| - | Stats 1–5: | + | This module allows organizations, |
| - | Influence | + | cults, or criminal networks to act as structured forces in the campaign. |
| - | Force | + | |
| - | Intelligence | + | |
| - | Mobility | + | |
| - | Conflict: | + | Use factions to create: |
| - | 1d20 + stat | + | |
| - | Impact: | + | * Political tension |
| - | 2d10 reduces opposing stat. | + | * Territory conflicts |
| + | * Long-term campaign arcs | ||
| + | * Strategic consequences | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Faction Stats ===== | ||
| + | |||
| + | Each faction has four ratings (1–5): | ||
| + | |||
| + | * Influence (social & political power) | ||
| + | * Force (military strength) | ||
| + | * Intelligence (information network) | ||
| + | * Mobility (reach & logistics) | ||
| + | |||
| + | 1 = Minor group | ||
| + | 3 = Regional power | ||
| + | 5 = Dominant force | ||
| + | |||
| + | Keep numbers simple. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Faction Scale ===== | ||
| + | |||
| + | Use scale appropriate to campaign: | ||
| + | |||
| + | Small Scale: | ||
| + | Street gangs, village guilds, pirate crews | ||
| + | |||
| + | Mid Scale: | ||
| + | Corporations, | ||
| + | |||
| + | Large Scale: | ||
| + | Empires, megacorps, galactic alliances | ||
| + | |||
| + | Scale determines narrative scope, not stat changes. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Faction Conflict ===== | ||
| + | |||
| + | When two factions clash: | ||
| + | |||
| + | Roll: | ||
| + | |||
| + | 1d20 + relevant stat | ||
| + | |||
| + | Winner: | ||
| + | |||
| + | Rolls 2d10 and reduces opposing stat by that amount (minimum 0). | ||
| + | |||
| + | Example: | ||
| + | |||
| + | Gang A (Force 3) attacks Gang B (Force 2). | ||
| + | |||
| + | Gang A rolls: | ||
| + | 1d20 + 3 | ||
| + | |||
| + | If successful, reduce Gang B’s Force by 2d10. | ||
| + | |||
| + | If a stat reaches 0: | ||
| + | |||
| + | That domain collapses. | ||
| + | |||
| + | Examples: | ||
| + | |||
| + | Force 0 → Military defeat | ||
| + | Influence 0 → Public support lost | ||
| + | Intelligence 0 → Network exposed | ||
| + | Mobility 0 → Cut off from operations | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Player Influence on Factions ===== | ||
| + | |||
| + | Player actions may: | ||
| + | |||
| + | Increase a faction stat by 1 | ||
| + | Reduce a faction stat by 1 | ||
| + | Create temporary Advantage | ||
| + | Introduce new faction rivalry | ||
| + | |||
| + | Major story arcs should impact factions. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Faction Actions per Arc ===== | ||
| + | |||
| + | Each major story arc: | ||
| + | |||
| + | Each active faction may take one strategic action: | ||
| + | |||
| + | * Expand territory | ||
| + | * Sabotage rival | ||
| + | * Recruit forces | ||
| + | * Influence public opinion | ||
| + | * Acquire resources | ||
| + | |||
| + | Resolve with a single roll. | ||
| + | |||
| + | Keep it fast. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Faction Assets ===== | ||
| + | |||
| + | Factions may possess: | ||
| + | |||
| + | * Safehouses | ||
| + | * Armories | ||
| + | * Political leverage | ||
| + | * Blackmail material | ||
| + | * Smuggling routes | ||
| + | * Research labs | ||
| + | |||
| + | Assets grant narrative advantages. | ||
| + | |||
| + | Destroying an asset may reduce a stat by 1. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Reputation with Factions ===== | ||
| + | |||
| + | Track simple Reputation: | ||
| + | |||
| + | Hostile | ||
| + | Unfriendly | ||
| + | Neutral | ||
| + | Friendly | ||
| + | Allied | ||
| + | |||
| + | Reputation shifts based on player actions. | ||
| + | |||
| + | Friendly factions may: | ||
| + | |||
| + | Grant resources | ||
| + | Provide reinforcements | ||
| + | Offer intelligence | ||
| + | |||
| + | Hostile factions may: | ||
| + | |||
| + | Send assassins | ||
| + | Spread rumors | ||
| + | Block access | ||
| + | Issue bounties | ||
| + | |||
| + | Keep reputation visible to players. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Faction Escalation ===== | ||
| + | |||
| + | If factions repeatedly clash: | ||
| + | |||
| + | Increase stakes. | ||
| + | |||
| + | Examples: | ||
| + | |||
| + | * Turf war becomes city-wide conflict | ||
| + | * Corporate sabotage becomes open warfare | ||
| + | * Cult activity becomes public panic | ||
| + | |||
| + | Escalation should reshape the campaign. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Design Guidelines ===== | ||
| + | |||
| + | Factions should: | ||
| + | |||
| + | * Move even when players are inactive | ||
| + | * Create long-term tension | ||
| + | * Provide allies and enemies | ||
| + | * Influence setting evolution | ||
| + | |||
| + | Do not over-simulate. | ||
| + | Resolve faction conflicts in minutes, not hours. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ODDS RPG Faction Module v1.0 | ||
projects/odds_rpg/modules/factions.1771360032.txt.gz · Last modified: by freedomotter
