Tags: order levitra onlinebuy generic viagraDungeon World, generic cialisorder cialisFactions
I’m currently reading through order cialis onlinebuy cheap cialisDungeon World. One of the things I really like about DW is the way it codifies things using specific systems and tags. Actually, almost all the GM-specific stuff in DW could be lifted wholesale and used in any other roleplaying game. It’s mostly stuff done behind the scenes the scenes to assist with campaign preparation and improvisation.
One thing that DW seems to be missing is a way of codifying factions (although, to be honest, I haven’t finished reading the book and only barely skimmed the table of contents; it’s conceivable they could be in there, and I’m just making an ass out of myself). So here’s how I’d do factions in DW. Like the other stuff, this could also be easily applied to pretty much any other RPG with no modification at all.
Factions are groups with particular agendas which may work with, or against, the PCs. Societies of assassins, churches, and mercenary groups are examples of factions.
Factions are described by their range, influence, alignment, agenda, and additional tags. Range and influence can be adjusted up or down and can be compared as if the values were numbers.
Agenda: Every faction has an agenda which describes, in simple and broad terms, what it exists to do. “Kill for money.” “Protect the poor from tyrants.” “Preach the gospel of Morheim, Lord of the Northern Winds.”
Alignment: A faction’s alignment determines its modus operandi. Alignments may be somewhat lateral to the faction’s agenda, but should not be completely opposed to it. For example, the church of a good god might have a lawful or chaotic alignment, but shouldn’t have an evil alignment. Also note that the individual members of the organization, even its leaders, can have any alignment, including an alignment opposed to the faction’s own alignment.
- Chaotic - The faction attempts to achieve its goals in defiance of the established order.
- Evil – The faction puts its goals aboves all others, and will use any tactics at all to advance them.
- Good - The faction achieves its goals by spreading goodwill and doesn’t try to cause undue harm or hardship to others.
- Lawful - The faction achieves its goals through bureaucracy and political machinations.
Range: How widespread the faction, and its influence, reach.
- Insular - A small wilderness area, a village or keep, a section of a town, or a neighborhood of a city.
- Local – A large wilderness area, a keep and its attendant villages, an entire town, or a quarter of a city.
- Provincial - Several wilderness areas and all keeps and villages within them, multiple towns and all nearby villages, an entire city.
- National - An entire kingdom, a large area consisting of multiple city states, or all the wilderness on an entire continent.
- Worldwide - The faction’s influence can be felt everywhere, and transcends borders both natural and man-made.
Influence: A description of how many resources the faction can bring to bear within its range. Depending on the nature of the faction, influence can belong to the faction itself or to particular members within it. In the latter case, eliminating those particularly influential individuals might serve to limit the influence of the faction as a whole. Influence can mean favors owed, political offices or military rank held by members, or even blackmail held over powerful individuals.
- Inconsequential - The faction holds no more power than anyone else. It must either pay the going rates or have its own members do what it wants done.
- Unimportant - Able to call on small groups of untalented or unimportant people. A street gang, a low-level clerk, etc.
- Significant – Can mobilize large numbers of untalented people, small numbers of more skilled people, or mid-level bureaucrats.
- Prominent - Can mobilize armies, multiple squads of skilled soldiers, or landed nobles.
- Dominant - The faction has influence over anyone for whom it would make sense, up to and including kings.
Additional tags: The following tags provide additional descriptions about the nature of a faction.
- Affinity - This tag will always include an area or steading which is already within the faction’s range. Within the specified area or steading, the faction gets +Influence.
- Arcane - The faction is focused on the arcane, and likely includes arcane spell casters in its numbers.
- Covert - The faction specializes in hiding its true activities. If the faction is not also Secret, it has a ‘public face’ which has little to do with its actual dealings. For example, a messengers guild which is actually a front for a cadre of spies.
- Divine - The faction has a particular focus on the divine, and likely includes divine spell casters in its numbers.
- Enmity - As Affinity, except the faction has -Influence.
- Mercenary - The faction’s services are available for hire.
- Military - The faction is focused on military strength. Its membership includes a large number of warriors.
- Secret - The faction’s existence is not common knowledge. The faction may go to extreme lengths to keep its existence secret.