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How to Create Factions: Part 1

Starting with…

The World ready!

The easiest way to determine factions would be to simply split them by location, or world history.

Then, the conflict could revolve around gaining or maintaining territory, and that could include groups being pushed out of their original territories and then trying to take them back.

You can also split it by the each of the area’s history, using previous conflicts to shape the factions, i.e. political ones.

The Characters ready!

Build your factions around your characters’ core beliefs.

What do your characters care about? What is their worldview? What about the opposite?

With a focus on the characters, the creation of the factions can become integral to your OC’s story. Will they need to grow out of the faction? Will the faction grow and change as the character does? Will they leave one for another as their story moves forward?

And conversely: what does being in that faction say about the character? What does a monster being in a Hunter’s faction, for example, say about the monster? Are they guilty? Do they doubt their identity, or are they a wolf in Sheep’s clothing waiting to strike?

by Abby Zarakovich

How to Create Factions: Part 2

Video Games have long graduated from simple fights between good and evil. Games are now tied with intricacies and multiple sides, each believing that they are the ones that are correct.

The question now becomes “How do I put that into my game?”. As with my other articles, there are multiple ways to go about this!

It is best to begin at the beginning!

I want to start with the factions…

The Question to ask here is “Why are there factions in the first place?”

Usally a group splits over an arguement; as creator, you decide what kind of disagreement causes the breakup.

What do people believe in enough that their goals and ideals split? Is it something simpler, like a land disagreement or a family squabble? Are the factions gunning for power, splitting politically? Are the factions after a superweapon, an their reasons for wanting it are causing the divide?

In this way, the creation of the factions and therefor, their very existence drives the story.

Emphasis

By creating them first, it puts more emphasis on them, rather than other aspects. This works in your favor if you want to use your story to explore methodologies or philosophies, and what causes people’s differences.

Having factions be at the center of your story allows for discussions with lines drawn in the sand, and it’s up to you (or your players) to decide if they stay, move, or fade entirely.

Effect

A good way to gauge how much your factions affect the story you’re creating is this:

What happens if something about the faction changes?

If destroying the faction of choice does nothing, then it has no impact on the story. This isn’t necessarily a bad thing: If it impacts the World or the characters, it can stay! Asking this question can help gauge how much you want to focus on that faction. If it’s deemed insignificant, than you can skim over it, or maybe change your story if you’re really attached to the idea of it.

What does the faction add to your story?

As mentioned above, if the addition of this faction bolsters other parts of your story, it should stay in. Depending on how much it affects the rest, you can draw the players/readers attention to it by having the story be more closely tied to the factions.

Vivid Knight

This Upcoming game on Steam has all the cuteness of a mobile game paired with the dungeon crawl adventures found in early MMOs.

Vivid Knight fits its name and reunites the modern gatcha with it’s fantasy-based ancestor (the MUD).

It’s character designs (varied and colorful as the name implies) works well with the graphics that accompany the randomly-generated dungeons that are the base of the game.

Mixing and matching the crystals that represent characters let you fight mobs and move through the dungeon, moving your party and the story along.

Vivid Knight’s building on the respected genre of dungeon crawler may revive the fun that nerds in ages past have enjoyed for themselves, and bring the 8-bit style of game into a new era.

Overall Aesthetic: The gems and art style are cute, with good color choices!

Gameplay: As someone who like randomized dungeons, this is one that drew my eye: I like how some rooms are optional, and if you don’t want to do something, a whole bunch of room types have option to not engage.

from the game’s Steam page

Jury Box

For a relatively simple game, Jury box (published in 1936 by Parker Brothers) has earned itself a spot in game history.

It’s a game for any number of players, and is relatively simple. You (and your fellow players) act as jury to the cases provided in the box. There is photo evidence, an illustrated case file, and what the “correct” answer.

In play, after the case is read by a selected player, the players write their verdict and idea of what happened: points are awarded to those with the correct verdict, and to those whose solution behind what happened comes closest. The person with the most points after all the cases are complete wins.

Jury Box is the precursor to modern variations of LARP and murder mystery games.

The action of pretending to be a person, and the whodunnit nature of the game is what lead to the evolution of games like Clue and such.

Basic Map making – the absolute minimum

As a DM, you lead your fellow players in the adventure of a lifetime! And you can’t do that without a setting for your adventurers to traverse!

There a Few ways to do this, like always!

Base it off of a real-life location

You can simply pick a point on the globe and lift the terrain and cities wholesale. This way, you can point your focus towards the plot and characters of your campaign.

    • Pros:
  • Makes your life easier
  • Can use history for flavor
    • Cons:
  • Expectations of Culture and mannerisms that come with a person’s knowledge
  • There will be history here, and the players might expect use of it

Create your own from scratch

Use map generators or craft a map from your own imagination to craft the most individualized map

    • Pros:
  • You can have whatever you want wherever you’d like
  • Create your own world history
    • Cons:
  • You have to make it yourself
  • Create your own world history

Custom maps can be made multiple ways.

  1. Decide on a central or key location, and build what you need around it
  2. Make a legend, and drop dice (signifying different physical objects) over a piece of paper
  3. Random generator

Use a Mix of both!

You can use a real-life map as a base (for terrain or city placement), and then edit it to fit your lore/characters/villain’s actions

START AGAIN: a prologue

How do you feel about Time loops, dear reader? Does the monotony of the same day over and over and over bore you to tears? Or does the hope to fix your mistakes blind you to the truth that the loop is whispering?

START AGAIN: a prologue has multiple endings, and is based on a series of short comics.

Providing a swift kick in the chest and eyes full of tears, you follow Siffrin in this story in the second person, and meet friends to help you on your quest.

Defeat monsters as you learn about the loop that has trapped you in it’s claws!

The game is available here!

From the Creator’s Tumblr

How to Build a Big Bad Villain

There are a few ways to create the ultimate evil for your DnD (or other media) game!

The Standard

Choose from the prototypes of any popular mass media for the skeleton to build your villain off of!

The common tropes in media range from Evil boss to Mass-murdering maniac. The general tropes for a simple villain include a sad backstory, a tendency for murder, and a longing to take over the world by violent means.

The way to impart your generic villain’s actions is to really expand on the scope of their evil deeds. Don’t just mention the widespread destruction, but show it and its aftereffects. Have the village that your players were going to head to be torn apart, have the most trusted villagers mention their hatred of the Big Bad, and how the villain affected them and their livelihoods.

The Foil

Examine your player characters and their motivations. Pick what drives them, and craft a villain that wants something similar, but does it in a completely different way than your player characters.

You can craft a foil from characters the player(s) already know, and they don’t even have to start as antagonists. With the foil, you can also grow their powers/abilities/fear-factor along with the players, to help with scaling their end-game “badness” level.

Worldly type

This is a villain built out of the world you have created. What would mess up the world you have created? What ideology would cause the collapse of the society you have? What is the worst case magical/supernatural/scientific scenario?

Say your world has a heavy dependency on a particular resource: the villain can hoard it, or they could seek to destroy all of it.

 

Setting the Stage: How to prep for your first DnD session

Your Stuff

Ready by session One:

Basic World building: Major locations and the breadcrumbs that will lead your players there.

Some starter quest for your players to introduce them to the world or situations you want them to face. This will also serve as a way to help your players figure out the beginnings of where they want to take their characters.

Your Players

Ready by session One:

Character sheets– These can be done as a group (as a “session 0”), or individually with the DM

Backstory– Informed by the world, they can intersect with those of other characters. It might be good to remind your players that the backstory is essentially a “Prologue” to the campaign.

Your Vibes

Ready by session One:

Prospective playlist for encounters: the specifics of which will be up to you. Some DMs like background music, others prefer the actual sounds that could feasibly be on the journey. For music, Video game OSTs can provide what you need. For Sounds, there are YouTube videos with things like 10 hours of ship noises, or failing that, you can look at customizable ambience sites.

Playlists helps your crew get in the mood, and can help with immersion in the story, depending on how you play it.

How to make a Feats-Based RPG

What are Feats?

Feats are, boiled down, unique actions or abilities that one can do/have. A game that relies on feats over anything else generally has less reliance on stats or items, and is more about the imagery that comes from a more verbally-based adventure. Some videogames have them as part of a “talent tree”, in that feats have to be unlocked in  a certain order. In these games, some trees are blocked off if you’ve chosen a certain role or path. Games can use feats to boost base skills, or allow more flexibility in the actions your character can take.

Why Feats?

Feats let players do another level of customization, and lets them use something that isn’t for numbers, necessarily. Feats can allow for more fun and can create unique Interactions between other characters and the environment around them.

How do I make ’em? 

Feats tend to have limits of their usage in a certain time frame. That can help with balance in your game. A much stronger/ impressive feat will be given a longer time between uses than some thing simpler/weaker.  One can also have a limit per game of times each feat (or all feats as a whole) can be used.

You can bring Balance to your game through keeping things consistent, watching the usefulness of the feats, and allowing the feats to have in-game importance. Consistency can refer to the description used; keeping the feats at a similar level of power and/or versatility will help keep the players at a compatible level. Usefulness is also a factor in balance and also, consistency. Are your feats tied directly to the gameplay? Are they more for Aesthetic purposes? How you choose to integrate those will be based on the type of play you and your players are looking for. A more light-hearted game for comedy reasons may choose to have silly, more aesthetic-based feats, that do more for conversation than plot, because that is what players are looking for. 

Themes:

Themed around subject: What is unique to the chosen genre? What can only be done or be seen in the genre you choose? What tropes do you enjoy that can be integrated into your game?

Themed around the character’s species, for example, if the character is a merperson(triton, mermaid, generally aquatic),  a feat can be “Once a day, the player can issue a command to nearby lake or sea creature. The creature must do a wisdom saving throw of at least 15 to resist”. The feat is unique to the specie’s upbringing and environment, and can lend flavor to an encounter.

Themed around the character’s job. Things that only that particular class can do, even split into subgroups of effect types. For example, a wizard. A Wizard feat could be being able to duplicate a spell, or change the effect type from fire to ice. Subgroup examples include: feats that effect weapons, feats that affect the Player, feats that affect other players/NPCs, feats that effect the environment.

Your game can be themed around the players. People enjoy things that are unique to them; it makes them feel empowered and even loved! Including something specific about those that you care about can be a way to make that connection be brimming with joy, adding a sparkle in their day!

What do I actually write down?

At the heart of it, you want a name and a description.

The name should be an accurate summary that piques the interest of the player.

The Description should be clear and concise.

It can be helpful to add in any identifying traits (like if the feat is specific to the species/job) beside the name.

Good Society: a Jane Austen RPG

From Kickstarter project to off-the-shelf popular enough for a reprint, “Good Society” has come long way.

First released in 2018, funded by $154,774 Australian dollars from 2,677 backers,  it included a hardcover rulebook, between 20-36 cards (depending on how much you gave), and Pdf versions of the above.

Now, on its Storybrewer’s page, it offers one of its expansions in hardback as well, along with various expansion cardsets. The 280-page rulebook includes art and accompanying material.

The game is heavily focused on role-playing, which can be seen in it’s lack of numbered stats, and its LARP version that is also available to purchase. The traits used to navigate the game are the role you’re given, your family, desires, and your relationships.

Some unique aspects of the game:

    • NPCs printed on cards
    • Having a Game Master (GM/DM) is an option
    • Numerous Expansion packs ranging from servants to magic