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projects:odds_rpg:modules:factions [2026/02/17 20:27] – created freedomotterprojects: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, guilds, corporations, governments, 
-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, city governments, knightly orders 
 + 
 +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

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