In the most recent session of my Wild
Talents game, some of the players got to plan the defence of a
superhuman enclave. Also, an ongoing actual play stream of Stars
Without Number had something called a “GM turn” recently.
These two events got me thinking about factions in games and how they
can form the undercurrent of a sandbox game.
Initially, I ran sandbox games by
giving my players a spray of plot hooks and letting them choose which
ones to take. When I started writing my Wild Talents game, I started
building factions and teams with certain motives and/or goals. With
player intervention and the personalities and methodologies of the
factions, plot hooks emerge organically. The interactions between
groups are either (as I've done it) up to the GM's judgement or
played out in full. Given the number of potential factions and
conflicts between them, playing them out in full is not really
feasible. So, given my nigh fetish for rules design, I started
planning a reputation system that would affect how behind the scenes
action happened. This post is not a description of that sub-system,
just my thoughts on what goes into designing these systems and
potential components.
One, I guess I'd call it bias, I see in
games (both on the side of the developer and the player) is the
preoccupation with symmetrical design. I'm talking about the idea of
one solid set of rules that the GM and the players use. The GM might
get a few extra tools, but everything works on the same underlying
basics. I suppose this makes balance easy, but I don't think it works
in all cases. With the notable exception of GM-less games, the medium
is fundamentally asymmetrical. The Game master already has a
different role than the other players so to me it seems insisting on
symmetry as a design philosophy seems dishonest. I'm not saying
symmetrical design is inherently bad, just like asymmetrical design
is not inherently good. I bring this up because the entire idea of
faction mechanics hinges on the idea of the GM having mechanics
exclusive to their role.
What are faction mechanics? First of
all, it is large scale mechanics depicting struggles between two or
more groups of NPCs. Secondly, these struggles take place over larger
spans of time than typical PC actions. Third, these interactions
would be time consuming to calculate using the interpersonal
mechanics.
Before settling on conflict resolution
mechanics, we need to decide how factions exist mechanically. I like
the idea of breaking them down into assets that contribute to
different rolls. For instance, if a criminal faction has a gun
running operation, that would give them access to a steady supply of
weapons and money from selling them. This would increase their buying
power and their military power. Each asset would have resilience
based on morale, strength of arms, and strength of numbers. So a
small group that is well armed and extremely loyal is roughly
equivalent to a large group of poorly armed fanatics, or a large
group of well armed cowards.
When it comes to the titular faction
actions, there should be a cost involved. In the example of the gun
runners, I would say they can either earn money, bring in weapons, or
act as personnel for something the faction attempts. If they earn
money, that could go towards purchasing a new asset for the factions
or supporting an action. No matter what the endeavour is, it will
cost some money. Even purely money making actions take some capital
to start up. That said, I would simplify matters by removing any sort
of cost for using capital producing groups to add to the faction
wealth. If they brought in weapons, they wouldn't make any money from
selling them, and would likely need to spend money bribing border
officials and the like but the rest of the faction would have the
weapons available to them, adding to the overall capacity for
physical force. Lastly, if they are used as personnel, they aren't
doing their usual jobs and are acting as foot soldiers, recruiters,
spies, or anything else the faction might need from them. There
should also be some mechanical facet that marks the gun runners as
criminals.
A logical assumption to make is that
factions don't operate on the same wealth scale as player characters.
The gun runners touched on this a bit. The question is whether wealth
should be treated like a stat, or as a game economy. We aren't
counting out every gold piece, credit, or dollar, but we could create
an arbitrarily large sum of money that factions deal in. That said,
it need not represent liquid capital, it might be production
capabilities or sufficient barter goods. What a wealth score
represents depends on the setting and could even vary from faction to
faction within a setting. If we treat wealth as a game economy,
spending and gaining points over time, what else can we treat as a
game economy?
Reputation, or at least the goodwill of
a group of people is difficult to represent as a game economy. After
all, what matters to the population of one
island/planet/city/whatever the territorial separation du jour in
your setting is, may not matter to the population of another. A rebel
group may be isolated to a single region, or it might be a populist
movement across the whole country. I would say that the previously
mentioned marks may be a way around this. If a movement is limited to
a specific area, it should be easier for them to cash in on their
reputation there, but more difficult elsewhere. Why a game economy
for reputation? What benefits does it grant the system? I think it
makes sense that, like wealth, a faction cashing in on its reputation
(either the fear, or goodwill of the populace) will run out
eventually. For example, the gang of gun runners and a populist
uprising are both strapped for cash and need a place to hide out.
They intimidate or accept the hospitality of the common people,
respectively. Eventually, the people are going to strike back against
the intimidation, or get sick of the rebel fighters and kick them
out. In either case, unless the faction does something to inspire
fear or hope in the people, the reputation that allowed for the
action in the first place is going to expend itself.
Not everything should take the form of
an economy. The use of force is an example of a resource that can't
really be spent in the same fashion as wealth or reputation. Factions
don't accomplish everything through force though. Each faction is
made up of many, many characters and if each character has the
capacity to do certain things, then it stands to reason that a
faction should be able to do the same, but in a coordinated manner.
The use of force is one such thing, but it certainly isn't
everything. Just as we consolidate all aggressive capabilities, be
they gunslinging or spellslinging, we should also consolidate other
character options that use the same general methodology. Stealth and
deception should be one part of a faction's repertoire.
Knowledge, sadly, is a difficult thing
to work with on a mass scale. First we need to look at the function
of knowledge in a character scale. I'll separate this into two
categories, world knowledge and skill knowledge. World knowledge is
the kind of thing that players develop from exploring the setting and
getting relevant contextual information from the game master. Simply
put, these are facts about the setting and its inhabitants. Skill
knowledge is general knowledge about academic subjects, or the
knowledge needed for trained skills. This is things like knowledge of
heraldry, or occult secrets, or how to fix a starship. Even these
categories break down further and there is some overlap between them.
If knowledge of the Black Knight’s heraldry, or the Ritual of
Unseen Dangers is relevant to the plot, then it might cross over from
skill knowledge to world knowledge. What would a faction use the
knowledge of how to fix starships for? Well, you can fix starships
which either gives you a starship, or someone pays you for fixing
their starship. Either way, this falls under the category of wealth.
When is knowing occult secrets or heraldry important? When it gives
you an advantage in winning over a potential ally, thwarting an
enemy, or other things that I haven't thought of. With that in mind,
can we separate knowledge into its own category? I have to say no,
when knowledge is relevant, it is enhancing some other aspect of the
faction.
These are just some initial thoughts. I
may revisit the subject with some more concrete ideas. I may also
touch on potential uses for a faction scale system in the hands of
the players. We'll have to see what we end up with, won't we?
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