Factions
16. Factions
Factions are how accumulated consequences take organized form.
Where Locations store memory (Section 15), Factions act when the world reacts (Sections 18–20).
Factions do not take turns. They change only when existing mechanics force change.
16.1 What a Faction Is
A Faction is an organized group represented by Tags and its relationship to Locations.
16.2 When Factions Act
A Faction changes state only when triggered by mechanics:
• Attention is spent (Section 18) • Doom advances (Section 19) • a Catastrophe resolves (Section 20) • a Location they are tied to is threatened/defended/lost (Sections 13 and 15) • a World Card instructs change (Cycle procedures; Section 14)
Resolve changes by: • adding/removing/distorting Tags (Section 6) • changing Location ties (Section 15) • increasing or decreasing local threat pressure (Sections 13 and 15)
16.3 Faction Tags
Faction Tags describe: • beliefs • methods • resources • cohesion
Examples: • Zealous • Militarized • Mercantile • Secretive • Fractured • Desperate
Losing or distorting a Faction Tag represents collapse or radicalization.
16.4 Factions and Locations
Location states are expressed through Tags only: • Independent • Faction-Controlled • Headquarters/Stronghold • Contested
16.5 Design Intent
Factions ensure: • the world responds without a GM • power organizes itself • ideology outlives individuals • control is always temporary