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projects:odds_rpg:modules:factions

Faction System

This module allows organizations, guilds, corporations, governments, cults, or criminal networks to act as structured forces in the campaign.

Use factions to create:

  • Political tension
  • 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 β†’ Military defeat Influence 0 β†’ Public support lost Intelligence 0 β†’ Network exposed Mobility 0 β†’ 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.txt Β· Last modified: by freedomotter

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