The formation of Player Factions

Started by Zerminar12, September 23, 2016, 10:01:08 PM

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Zerminar12

To any experienced player or DM, I was curious about the various player factions that seem to have interesting lore and goals that supplement to the options one has with the standard factions. It got me thinking how one would go about creating such a faction. Do they spontaneously form from a group of adventurers or like minded individuals who get together IC or can one send an application to create their own faction and recruit others into? I understand that existing, active, and generally outstanding PC factions can get their own HQs, NPCs, and so forth. I know that the Custodians of Letters have even taken a prestigious place within Sanctuary's House of Knowledge. What I'm asking is what are the origins (if there are multiple) of player factions and what parameters must they follow?
What has been, it is what will be, And what has been done, it is what will be done. So there is nothing new under the sun.

Vlaid

There are no rules or regulations regarding how to create a player faction, that is by their very nature and purpose. Generally they form from one character or a few characters with a group concept from creation with some kind of interesting agenda and personality that attracts other characters/players to that same purpose. Through representing your faction on a regular basis, scheming and plotting with other factions and characters they develop a reputation worthy of notice. Over time those associations with your faction form into alliances and enemies you seek to support or undermine.

As your reputation develops as a collective player faction DMs begin to take notice, you might get small opportunities such as mini-events or "spice" (a form of a DM dropping some additional challenges/interactions into a scripted quest to liven things up). Some DM(s) might begin to like what you are doing and take extra steps to support you and give you further and larger opportunities be they plots or otherwise.

Basically, you are organically growing a group into something worth noticing. You shouldn't go into it expecting anything more than interactions. The faction HQ, NPCs and large plots are very much the minority. Player factions are mostly designed to be temporary flavoring in the server that tend to fade as the core members or leadership die or retire. They help keep the server fresh by changing dynamics as old ones fade and new ones rise.

Though there are some lairs and areas to apply for or rent you can use as your "faction HQ" that help define your faction. Or you can claim some little area of the server, take meetings there, bring allies there while out exploring and so on. It also gives you a place to defend or possibly get attacked by your enemies. This is a good way to give your faction some semi-permanence without praying for a DM to make you something when they aren't even sure what you are about or how much passion you have for the faction idea yet.

Hope this helps.
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Zerminar12

This helped a lot, thanks Vlaid. I was asking because I just joined a player faction and they seem quite potentially enjoyable to run. Hopefully once I'm more experienced I can contrive a good concept. Good dark my kind sir.
What has been, it is what will be, And what has been done, it is what will be done. So there is nothing new under the sun.