What if there was a faction of necromancer, but they didn't dig up graves? What if they took in the sick or elderly, cared for them until they passed, then were given permission to use the bodies for research, which sometimes would be reanimation?
Alternatively, burying the dead attracts ghouls and cremating them, I don't know, causes climate change. Actually your comment gave me a cool idea. What if dead people sometimes rise as ghosts if not turned into undead? The necromancers might be doing the right thing by raising them as zombies while the paladins believe in simply smiting the ghosts.
Same. I added conflicting factions to my homebrew world/campaign after watching how well it worked in DoD. Definitely going to be a staple of every game I run going forward.
Conflicting factions in campaigns has always been interesting since Matt Colville. Good to know the Dungeon Dudes made this trope much more prevalent with their new campaign.
A way to "hide" the artificiality of the 5 factions that I like is introducing asymetry. 1 big dominating faction but who have a hard time collaborating with any other faction. 2 regular factions with a focus on external trouble. 1 faction having an internal conflict that have 3 sides all trying to get things to go their way, more focused on resolving this internal conflict. 1 faction that is 2+ minor factions merged by affinity but with slightly misaligned goals that hinder them without internal conflict.
It had never occurred to me to treat a faction at large as a single NPC in terms of "personality," ideals, bonds, and flaws. Great advice that really cuts through the noise and right to the heart of the organization.
At 18:50 talking about MtG having 5 colors/factions, I actually really appreciate how that is laid out. The 5 points of the star’s colors each represent a team-the color on either side of a particular point is kind of who they ally with, and the two colors across the star points are who they oppose. Example: white gets along with green and blue, but they have conflict with red and black. Then you see green gets along with white and red, but is in conflict with black and blue. If you apply that to your factions in a D&D game it adds so many nice textural and emotional layers for your players and can cause a lot of dilemmas particularly in decisions that actually matter.
The Ravnica setting book and very likely the upcoming Strixhaven adventure book are great examples of applying color conflict and alliances to factions. The ten guilds of Ravnica were originally designed with the idea of "What do these two colors have in common?" So both enemy and allied color combos come together to form a cohesive guild. Then you have the Strixhaven colleges which were designed with "What do these two colors fundamentally disagree on?" as their main focus. So while the white red enemy combo on Ravnica takes the form of a military force dedicated to defending the people of Ravnica, the Strixhaven equivalent college is full of tomb delving adventurer scholars who identify Indiana Jones as their spirit animal.
I have used the MTG colour philosophy as inspiration for NPC's and factions a lot. Makes it so easy to make a actor with a world view and knowing how they view different things
The "small jobs" at 24:20 might lead to the real world "You're in too deep, you can't back out now" recruitment technique. "It would be a shame if word got out that it was youse that 'acquired' the Book of the Leviathan for us and then later sprung Lady Montecastella. Pity about them jailers." Maybe railroad-y, but if it came from multiple sources it could really heighten the tension at the moment of ultimate decision.
Really cool that you mentioned Ravnica! Specially because in the latest set the guilds end up having a temporary alliance to fight Nicol Bolas, just as the example you gave about WWII
Love how the dungeon dudes are always organized af. No time wasted, every second is great content. You guys rule! Dungeon dudes kickstarter has launched? Yes plz... auto-back that mofo... no thought required.
Read the first 3 books of the Dune series. You'll get lots of ideas. Also , the TTRPG Paranoia deals pretty extensively with factions. Each PC belongs to a secret society and has a goal to accomplish during gameplay and many characters will be working against one another without realizing it. Playing a few games of Paranoia can give you a good idea of how your players can engage with factions directly.
Best of luck! I have been running it for a group and I think it does a good job of introducing factions early and allowing you to see who your party prefers to help in the first chapter or two. Be prepared to adlib some of the faction quests to make them interesting and better tied to your story.
I heavily altered WDH. The book offers you some great tools, but lacks in several departments IMO: - plotholes - some very basic side quests - relatively low stakes - only uses one of the four villains - factions work with renown
Your examples and cautions remind me so much of Eberron. That setting is loaded with good factions, most of which are very gray, or can be if you take some time to think about each one.
I'm 2-3 episodes from finishing the first run of Dungeons of Drakkenheim (as a podcast). Having those five factions in there seemed a lot to me at first but after watching this episode, it really makes a lot of sense why there were that many to begin with and balance forces out.
I wanted to run an intrigue campaign. My players said they were into it. But before I started building it, I had the idea to do a test run. I walked them thru a small session. On the way to a delve to retrieve some quest item for their patron, a different NPC met them to ask them to betray their patron instead for intriguing and compelling reasons. Once the players grokked that the entire campaign would be like that X5, they all changed their minds. Saved me from a lot of wasted effort. I was sad, tho. Love learning how my players solve complex problems. Thanks, Dungeon Dudes, for the excellent content.
A faction of paladins. A faction of necromancers. "These factions may not get along..." I just loved this, made me chuckle! Thanks for all the hard work, you content is pure gold! I rewatch videos all the time, because you touch on so many interesting and useful topics!
Completely blindsided by the relevance of this. Straight up if I were to write you a letter and ask for a video this would have been it. You've already earned my backing pledge and DoD isn't even out yet!
My thieves’ guild in my homebrew world was called the Venomcloaks. There was a chapter in each of the 4 main nations of the campaign, each headed by a dragon that could polymorph at will to a humanoid form. Their goal was to use their intelligence and leadership while masking their identity as dragons to situate themselves among the best burglars and larcenists in order to use the sense of greed found in thieves to amass a large hoard of their own. But, given that they were dragons, their cruelty towards their underlings was powerful, and made it so that they ruled by fear more than true leadership. Our monk player was drawn in by the guild, not knowing its origin and instead just drawn to the gold. He had a huge character development moment when he saw the cruelty of the leader, and one of the victims joined the party after defecting from the guild. This caused the monk to defect too, and the party wound up killing the dragon leader of that chapter of the faction.
Please do the rest of the story/ the fleshing out part. I know there are things to learn even for a 45ish year veteran of countless campaigns. You guys are a great source for my homebrew world, thanks for all you do!
Ravnica factions are so well done. One of my favorite fantasy settings. I think subfactions are important. They don't have to play a big role, but can really bring a faction to life. It's realistic that people who are on the same team still have disagreements, and those disagreements can be great hooks for the party to manipulate.
Y'all rule. This literally convinced me to run faction intrigue. Funny thing is my homebrewed campaign world already had disparate factions, I just never really made use of them as major players besides "the best one (s)" and "the worst one(s)". This seems a lot more spicy.
Just about to start a campaign in Ravnica, and this video was a huge help. Most of the faction creation heavy lifting is done by the sourcebook, but your guidelines for roleplaying, structuring the conflict and working in the loyalty challenges are all great. As usual, your videos are awesome. Keep up the great work.
I am currently DMing "B4 The Lost City" 5th edition and find this video most relevant for this module! Especially with the political intrigue between the Brotherhood of Gorn, the Magi of Usamigarus and the Maidens of Madarua.
I have been trying to build a city campaign with many Factions, Guilds, Alliance, Chapters, Clubs, Councils, Families, House's, Caucus, Cabal, Society, Sects, Confederacy, Conclave, Emissary, Amassadors, Envoys, etc....... This is the first helpful advice I have found .... EVER. There is a deep hole in D&D of this very topic that has just been ignored for far to long.
I just want to Express my thanks as these videos do come in clutch and especially now since I am starting my next campaign's session 1 for my players tommorrow! You guys are thorough, detailed and a good listen while I'm working.
I love the idea of you guys putting out a bunch of videos that will subsequently teach DMs how to run the Drakkenheim module when we get it next year 😍😍
Please, make the second video! I'm planning on doing something on those lines with League of Legends and the Ionians factions (there are a lot of them, but they could me merged into 4 major alligniments)
Hi Dungeon Dudes, Just wanted to say that I have a campaign with this ad my basic outline: The Ancient Enemy has already been defeated. However, that defeat came at the price. The stability of society fell apart. The ruling Monarch vanishing leaving the throne vacant. A powerful secret society has fallen apart into warring factions over a cache of powerful artifacts left unguarded. (Formerly removed from circulation by that society), and partly to fill the power vacuum left by the collapse of the Monarchy. Is there potential there? More videos about faction campaigns would be SO cool!! Please make more.
Green - The Rangers of the Hooded Lantern Red - The Queen's Men White - The Paladins of the Silver Order Black - The Followers of the Fallen Fire Blue - The Amethyst Academy Can't believe I didn't see it in the whole campaign, but it checks out pretty well on the MTG color philosophy. Well done Dudes
You mentioned factions as being often played as "gaining points" towards set rewards. In that regard, I find it similar to the idea of a reputation grind in many popular MMORPGs. I like your interpretation much better. Keep up the great work Dudes.
This couldn’t have come at a better time, thank you Dudes so much! I’m two sessions into my campaign and the players will be getting into faction intrigue in a couple of months, and this was so helpful!
I'm about to start running a game and I wanted factions and patrons to be a big part of it, and I stumbled across this video - I wanted to say thank you so much, this was super helpful! It gave me some codified ways of setting factions up and gave me a good number (5!). I kept worrying about needing SO MANY FACTIONS and this helped me settle down a bit.
About 2 years ago, I watched this video and we've had an amazing fraction campaign using the Streets of New Capenna setting. Thank you for the inspiration! I'm rewatching this and just realise how much I've used!
Really needed this, about to start a campaign with 6 clans and one king to overthrow. I honestly think it adds so much having reactive factions, not the least of which it builds in consequences (good and bad) for the player choices.
Don't be afraid to have a third party outside of your Factions throw some wrentches into the mix too. Give the third party something the players may want, but the cost is something one or more of the Factions want.
Inspiring video. I suggest looking at the shadowrun RPG, since the idea of faction intrigue is very much baked into this setting - corps vs corps vs nature vs gangs etc
currently running a faction arc of a larger campaign and i sort of plunged myself into it, but i am so glad i found this video. i like the idea of making each faction its own "person"
The distinction between "unite the factions against common threat" and "factions vie against each other for a common goal" is crucial, and I hadn't thought of that. The lieutenant-mouth-piece and the leader-cardinal also sounds interesting. The number of factions... So much good stuff.
I've been planning a Legend of the Five Rings game with a friend, set in a fantasy version of meiji era Japan, and this has been helpful as far as getting me in the right mindset for running political intrigue.
Have to say I really love this video- clear, simple, but powerful ideas. I have recently realized I tend towards "faction based" storytelling when I GM; I often find myself taking a published module, and dividing all the denizens of each location into factions in my head and highlighting faction-based conflicts without meaning to, applying a significant, almost accidental twist to the story. This video is super helpful in clarifying faction-based adventure design, and will be the bedrock of the next campaign I homebrew.
Okay, so been following the videos and reading comments for a long time, and invariably one or more comments are made about hair or t-shirts. What is up with that? Is there some weird DND runway/fashion subculture lurking around the Dudes?!
@@gsentinel7948 Think it's just a matter of staring at a video for 40something minutes and how rarely these guys use images or slides. So when you're just looking at two people for a long time, style often gets noticed eventually
Thank you so much for this video. Faction conflicts have been really hard for me to do but your points offer a great way to structure them. This has been one of your best and most useful videos ever. Well done! 👍
I wasn't planning on backing the kickstarter, since I don't really go in for campaign settings, but if it includes information on handling factions, that seems worth it to me, so I'm in.
In my alt-history Colonial America Spellpunk campaign, I have three factions based on the three warlock patrons out of the PHB - the Fae, the Fiends, and the Far Gods. The factions aren't their for the players to join, but to create a power struggle (and adventure hooks). There is no "good guy" out of these (the Fae are ticked that humans chased elves out of Europe centuries ago, and after the elven kingdoms on the east coast of the new world collapsed, the humans started colonizing the new world).
Another great Video. So awesome to see how to create and run factions. Thinking of all the memorable NPCs from Drakkenheim and seeing the creative process behind it all is so amazing.
Wow! This is perfect timing! I am in the processing of transitioning from a Heist style campaign to a faction intrigue style game! Long story short, the different factions are all hunting for the same Mcguffin (the same one the players are), but differ in what they want to use it for and why. Do you have any tips for running factions with faster than light travel? What about advanced tech?
I would love a followup video to this one! Factions seem like a whole new layer I need to delve into that I am now thinking about retrofitting into campaign that I am only a few sessions into.
Holy shit this is two for two! This week I want help with intrigue. here's intrigue. Last week I wanted puzzles and traps. You had puzzles and traps. Keep it up guys!
I love the comment about the difference of personalities between a faction's lieutenant and the leader, particularly when it comes to the leader being the distilled essence of the faction's ideals. My campaign has a thieves' guild called "The Brook", whose leader is a centuries-old elven assassin. The man is ruthless, determined, and calculated. When my players first encountered the organization, though, it was through a couple of smart-talking second-story men who cracked wise and helped the party out. It really helps to draw your players into a faction with good roleplay and likeable characters to invest them before you reveal that the organization's Wizard is a kidnapped family man held against his will.
This gives me an idea of making a campaign based on the Manga Pumpkin Scissors. The BIG War just ended, mercenaries (or members of the army, depending on what session 0 brings) are hired to discreetly(heh) check on villages ravaged by the war. Deserters, Bandits, Cultists, Profiteers, the villages themselves declaring independence, those kind of things.
I always found the Factions in the Planescape AD&D campaign setting a fascinating concept, but I could never keep track of the 15 different cliques’ names, philosophies and roles in the campaign… I have to agree with Monty that 5 is a great number of factions to have in a campaign. Otherwise players will just forget who’s who and what they stand for, or confuse one with another, and so on.
I did a one-shot faction story (a soiree at the caliph's palace) a lot of fun, especially when you give all the sides a dark secret so it might be better to keep them squabbling than to side with a particular faction
15:20 I'm not sure it has to be the second in command but I agree that two characters is a good idea, A leader and a face. The face being the party's contact in the faction, that can as you say be a second in command but it doesn't have to be, but they should have some authority. A third character that can be added to the mix is a faction rival. A character in the faction that the players mostly get an antagonistic stance towards. Though he should only be made a villain in fringe cases. Potentially you do the Cox-Kelso switch where the nice guy is the morally reprehensible one while the grumpy one is actually the morally upstanding one. But it's sort of a cliché so one should be careful with it.
Perfect as I'm struggling with this in my Eberron campaign! Thank you for making it easier as the factions are so interesting but I've found it hard to make them interact with one another. Atm the Emerald claw is getting claws into everything and trying to keep them messing with the uneasy peace of Khorvaire is a balancing act I'm still learning to do.
The really big trick is when there are multiple factions and each character in the group wants to join a different faction. -aka the factions in the horde of the dragon queen/rise of Tiamat. Or waterdeep dragon heist-
Something that I was thinking about while you two were going on about this is . . . what if your adventuring group has different ideas about who to join. I've played in games where there are characters had widely different alignments and beliefs. If you have a neutral necro wizard player and a paladin player, their loyalties will each be easy, but makes it hard for the rest of the group who don't have clear beliefs. NPC factions could rip your group apart.
Was hoping that you would make a video about how to manage a faction intrigue campaign - perfect for promoting your kickstarter. Additionally, your video here is even better with reference to the examples in your live campaign show
Timely for me. Last night I pinned my players between Harpers and Zhents... and they decided they want to play both sides as if it won't all come down on their heads.
@@andressagredos4325 If they still try playing both sides, when they inevitably mess up, make sure in all comes tumbling down on them in glorious fashion.
Super amazing video guys! My mind is immediately buzzing with possibilities, and now I want to sit down and make five factions just to try it out. It’s a good combination with CGP Grey’s Rules for Rulers video, as in our own world the factions within a country often represent the keys to power that a ruler needs to manipulate to stay in power. Can be a good way to think through what the factions in a fantasy kingdom might be, based on what the fantasy keys fo power are.
This video was unbelievably helpful for the homebrew campaign I'm running! I wasn't sure how to classify it until now but it's 100% a faction intrigue! The premise (without giving away any secrets in case one of my players stumbled across this video): The last Goliath Conquerer of the city of Aberdell, a joint triumph of the Elf and Dwarf kingdoms, has just died under mysterious circumstances. Now the Elves and Dwarves are on the verge of war over who is at fault for allowing their beloved city to be conquered in the first place. That's 3 factions right there, and then I have plans for a neutral faction and at least one twist baked in.
I was recently inspired in faction design by anime "One Piece". In theory, there are 3 big factions- the navy, the warlords and the emperors- but these broader groups split into smaller groups- navy is unified but there is a division of pragmatism and following orders vs heroism and doing what's right, with many navy members sometimes even fighting one another because of it, each of the seven warlords has their own goals which conflict with one another and sometimes a warlord is replaced by a new one, and emperors while in theory being a single faction, in practice are five different factions- although no more than four exist at once at any point of One Piece's story.
The _Acquisitions Incorporated_ sourcebook introduces templates for "Iconic (faction) agent" and "Iconic (franchise role)" that can give NPC statblocks an extra ability. Seems like a fun way to remind your players who they're fighting against (or alongside) through mechanics.
I honestly did not give much thought to making Guilds or how they would be if I did. But this has opened my eyes and for me it is a must have in my future campaign
Make the faction leaders a collection of Darklords that all share one terrible secret...but they're all plotting against one another and trying to get rid of each other so that secret remains hidden.
Give each one a goal that they're striving for, then have points tie into the adventures, depending on what each faction is doing, then it's a race to the finish line
Well effectively each Dark Lord is their own faction and the VRGtR book has who is vying against them from within their own domains. So they give a fair foundation. However it may help looking up some of the old lore for inspiration for who may linger in the shadows or what Dark Lords plan against their hated counterparts. For instance a classic clashing of Dark Lords is Azalin Rex and Strahd. Though Azalin is missing currently in VRGtR's timeline, you can still use this as a base to develop ties to why remnants of Azalin's following are trying to destroy Strahd to progress one of their Lord's ultimate goals and in so doing Strahd's allies are trying to thwart this attempt without their Lord knowing given he has other more important machinations in the work that he can't be bothered with diverting his own attention. These types of feuds exist through out, just takes some additional research to find but can offer great content to get the gears turning to make this intrigue.
Intrigue is about deception, loyalties, and betrayal. The Dudes kind of misdirect you from the best of these by suggesting you treat each faction as an individual, which is useful up to a point. Factions are made up of individuals (they're not hiveminds; unless, of course, they are) who can be taken advantage of. The easy targets being the corrupt ones, the ones who ask "what can my faction do for me, not what can I do for my faction", those who use their position and power within the faction to advance their personal goals and desires (more power (higher rank, politics), wealth (graft), depravity ... ) The TV show Billions is pretty much built around these sorts of short term personal intrigues. The point being that if you can get your hooks into a guy, you can influence a rival faction. This may not be a viable playstyle, but it does create useful sub-plot and rationale for betrayal of the PC's by their quest givers (the PC's are expendable tools).
One thing to consider is there are two aspects: the Public Face, and the Private Agenda. Have the Private Agenda involve a secret voncerning the event the Dudes were talking about, that the faction is willing to kill to keep from getting out. Here's an example: Knights of the Crystal Chalice Event: the meteor crashing and spreading delirium everywhere Public Face: They seek to wipe the horrid substance from the world Private Agenda: They're doing it by sacrificing it to awaken their Undead Master from his icebound prison, a monster that makes delirium look like a child's misplaced Lincoln Logs in comparison. Fun stuff!
Very good episode. I am an author and I run D&D campaigns to test out ideas for my novels. So I have a well thought out world and have established it's factions already and campaigns take place in that world. My D&D campaigns tend to be hyperrealistic relative to most DMs for that reason. Where is this going? What I have found from doing this is something that might be of interest to you and other DMs. In my game, all of the PC campaigns take place within the context of the larger conflicts and back histories of the factions in the world. All the NPCs are part of a faction and share these back histories. They have their own agendas. In a sense, when the PCs encounter them, the NPCs are already engaged in their own campaigns and are considering how interacting with the PCs and becoming involved with their campaign might further the objectives of their own preexisting campaigns in which they are already imbedded before they encountered the PCs. They also size up the PCs and associate them with a preexisting faction and conflict and interact with them accordingly. That is not only realistic but I find that adopting this perspective makes for a very realistic and exciting campaign for the PCs. So many D&D sessions that I have attended act like the NPCs have no agenda and/or no desire to pursue it if they have one and are just waiting around for some group of PCs to show up and provide them with an agenda and a chance to get off their butts and interact. The NPCs are defined in such games solely on how they might further or impede the PCs current campaign. Furthermore all the hazards, traps, puzzles, layouts, etc. seem contrived and illogical. Presumably, they were cooked up at great expense of time and resources and at great inconvenience to the NPCs just to test the metal and entertain PCs that might someday show up! In marked contrast, in my worlds, they are set up logically in accordance with the conflicts that the NPCs are already having amongst themselves. As a result, they feel authentic when the PCs encounter them. Bottom line is that the PCs current campaign takes place within the context of the larger conflicts occurring in the world and the local conflicts and campaigns that are already occurring in that world. That's the best way to set up and run a D&D game.
What if there was a faction of necromancer, but they didn't dig up graves? What if they took in the sick or elderly, cared for them until they passed, then were given permission to use the bodies for research, which sometimes would be reanimation?
“How dare you spend your inheritance on that!” “Shut up grandma you lost the ability to judge it when you died”
@@alexmoskowitz811 "Shut up grandma, or i'll raise grandpa, and the two of you can argue for eternity"
Morally proper necromancy
Alternatively, burying the dead attracts ghouls and cremating them, I don't know, causes climate change.
Actually your comment gave me a cool idea. What if dead people sometimes rise as ghosts if not turned into undead? The necromancers might be doing the right thing by raising them as zombies while the paladins believe in simply smiting the ghosts.
Each member has a contract legally allowing ethical use of their corpse under a set of strict guidelines, after their natural demise.
Drakkenheim has convinced me that adding conflicting factions is great for every campaign!
Me too!
Same. I added conflicting factions to my homebrew world/campaign after watching how well it worked in DoD. Definitely going to be a staple of every game I run going forward.
Just agreeing. Awesome
Conflicting factions in campaigns has always been interesting since Matt Colville. Good to know the Dungeon Dudes made this trope much more prevalent with their new campaign.
Lawls I have over 13 guilds 😂
Obligatory comment for the Algorithm because you guys are the bomb and deserve all the views.
I think if I reply to this comment it also helps the algorithm but I'm not sure
@@cianwade5599 how deep does this Algorithm go?
Obligatory response to obligatory comment meanwhile using obligatory more than I have ever begore.
Agreed
“The bomb?” What is this- the 90s? 😄
A way to "hide" the artificiality of the 5 factions that I like is introducing asymetry.
1 big dominating faction but who have a hard time collaborating with any other faction.
2 regular factions with a focus on external trouble.
1 faction having an internal conflict that have 3 sides all trying to get things to go their way, more focused on resolving this internal conflict.
1 faction that is 2+ minor factions merged by affinity but with slightly misaligned goals that hinder them without internal conflict.
It had never occurred to me to treat a faction at large as a single NPC in terms of "personality," ideals, bonds, and flaws. Great advice that really cuts through the noise and right to the heart of the organization.
At 18:50 talking about MtG having 5 colors/factions, I actually really appreciate how that is laid out. The 5 points of the star’s colors each represent a team-the color on either side of a particular point is kind of who they ally with, and the two colors across the star points are who they oppose. Example: white gets along with green and blue, but they have conflict with red and black. Then you see green gets along with white and red, but is in conflict with black and blue. If you apply that to your factions in a D&D game it adds so many nice textural and emotional layers for your players and can cause a lot of dilemmas particularly in decisions that actually matter.
MTG really does have the best foundation, doesn't it? It all fits together so neatly, it's impressive.
The Ravnica setting book and very likely the upcoming Strixhaven adventure book are great examples of applying color conflict and alliances to factions. The ten guilds of Ravnica were originally designed with the idea of "What do these two colors have in common?" So both enemy and allied color combos come together to form a cohesive guild. Then you have the Strixhaven colleges which were designed with "What do these two colors fundamentally disagree on?" as their main focus. So while the white red enemy combo on Ravnica takes the form of a military force dedicated to defending the people of Ravnica, the Strixhaven equivalent college is full of tomb delving adventurer scholars who identify Indiana Jones as their spirit animal.
I have used the MTG colour philosophy as inspiration for NPC's and factions a lot. Makes it so easy to make a actor with a world view and knowing how they view different things
Thank you for explaining that! This will help me better understand how organize everything.
Richard Garfield really was a visionary, huh
The "small jobs" at 24:20 might lead to the real world "You're in too deep, you can't back out now" recruitment technique.
"It would be a shame if word got out that it was youse that 'acquired' the Book of the Leviathan for us and then later sprung Lady Montecastella. Pity about them jailers."
Maybe railroad-y, but if it came from multiple sources it could really heighten the tension at the moment of ultimate decision.
Really cool that you mentioned Ravnica! Specially because in the latest set the guilds end up having a temporary alliance to fight Nicol Bolas, just as the example you gave about WWII
I agree with this! I'm running a Ravnica campaign right now and have been doing a TON of guild intrigue. Thanks Dungeon Dudes!
Interesting analogy but who's the USSR then? Niv Mizzet?
Love how the dungeon dudes are always organized af. No time wasted, every second is great content. You guys rule! Dungeon dudes kickstarter has launched? Yes plz... auto-back that mofo... no thought required.
Read the first 3 books of the Dune series. You'll get lots of ideas.
Also , the TTRPG Paranoia deals pretty extensively with factions. Each PC belongs to a secret society and has a goal to accomplish during gameplay and many characters will be working against one another without realizing it. Playing a few games of Paranoia can give you a good idea of how your players can engage with factions directly.
Perfect timing, starting Waterdeep Dragon Heist the day after tomorrow.
Me too!
Best of luck! I have been running it for a group and I think it does a good job of introducing factions early and allowing you to see who your party prefers to help in the first chapter or two. Be prepared to adlib some of the faction quests to make them interesting and better tied to your story.
@@gabsinventions9135 me three!!
I heavily altered WDH. The book offers you some great tools, but lacks in several departments IMO:
- plotholes
- some very basic side quests
- relatively low stakes
- only uses one of the four villains
- factions work with renown
I'm starting it tonight! So excited!
Your examples and cautions remind me so much of Eberron. That setting is loaded with good factions, most of which are very gray, or can be if you take some time to think about each one.
Eberron rocks!!!
Yessss
I'm 2-3 episodes from finishing the first run of Dungeons of Drakkenheim (as a podcast). Having those five factions in there seemed a lot to me at first but after watching this episode, it really makes a lot of sense why there were that many to begin with and balance forces out.
I wanted to run an intrigue campaign. My players said they were into it. But before I started building it, I had the idea to do a test run. I walked them thru a small session. On the way to a delve to retrieve some quest item for their patron, a different NPC met them to ask them to betray their patron instead for intriguing and compelling reasons. Once the players grokked that the entire campaign would be like that X5, they all changed their minds. Saved me from a lot of wasted effort. I was sad, tho. Love learning how my players solve complex problems. Thanks, Dungeon Dudes, for the excellent content.
A faction of paladins. A faction of necromancers. "These factions may not get along..." I just loved this, made me chuckle!
Thanks for all the hard work, you content is pure gold! I rewatch videos all the time, because you touch on so many interesting and useful topics!
Completely blindsided by the relevance of this. Straight up if I were to write you a letter and ask for a video this would have been it. You've already earned my backing pledge and DoD isn't even out yet!
My thieves’ guild in my homebrew world was called the Venomcloaks. There was a chapter in each of the 4 main nations of the campaign, each headed by a dragon that could polymorph at will to a humanoid form. Their goal was to use their intelligence and leadership while masking their identity as dragons to situate themselves among the best burglars and larcenists in order to use the sense of greed found in thieves to amass a large hoard of their own. But, given that they were dragons, their cruelty towards their underlings was powerful, and made it so that they ruled by fear more than true leadership.
Our monk player was drawn in by the guild, not knowing its origin and instead just drawn to the gold. He had a huge character development moment when he saw the cruelty of the leader, and one of the victims joined the party after defecting from the guild. This caused the monk to defect too, and the party wound up killing the dragon leader of that chapter of the faction.
This is brilliant and I'm probably gonna steal it. Thank you.
@@ciarajeanr Thank you for the kind words!
Please do the rest of the story/ the fleshing out part. I know there are things to learn even for a 45ish year veteran of countless campaigns. You guys are a great source for my homebrew world, thanks for all you do!
Ravnica factions are so well done. One of my favorite fantasy settings.
I think subfactions are important. They don't have to play a big role, but can really bring a faction to life. It's realistic that people who are on the same team still have disagreements, and those disagreements can be great hooks for the party to manipulate.
Y'all rule. This literally convinced me to run faction intrigue. Funny thing is my homebrewed campaign world already had disparate factions, I just never really made use of them as major players besides "the best one (s)" and "the worst one(s)". This seems a lot more spicy.
I just introduced my players to a criminal syndicate that I'm using as a group patron. This video is so well timed
Awesome tips, and really helpful for the upcoming Drakkenheim campaign that ~7,500 people are gonna be starting next year!
Well done! This is perhaps the best video on how to structure an intrigue-based campaign that I've ever come across.
Just about to start a campaign in Ravnica, and this video was a huge help. Most of the faction creation heavy lifting is done by the sourcebook, but your guidelines for roleplaying, structuring the conflict and working in the loyalty challenges are all great. As usual, your videos are awesome. Keep up the great work.
I am currently DMing "B4 The Lost City" 5th edition and find this video most relevant for this module! Especially with the political intrigue between the Brotherhood of Gorn, the Magi of Usamigarus and the Maidens of Madarua.
I have been trying to build a city campaign with many Factions, Guilds, Alliance, Chapters, Clubs, Councils, Families, House's, Caucus, Cabal, Society, Sects, Confederacy, Conclave, Emissary, Amassadors, Envoys, etc....... This is the first helpful advice I have found .... EVER. There is a deep hole in D&D of this very topic that has just been ignored for far to long.
I just want to Express my thanks as these videos do come in clutch and especially now since I am starting my next campaign's session 1 for my players tommorrow! You guys are thorough, detailed and a good listen while I'm working.
I love the idea of you guys putting out a bunch of videos that will subsequently teach DMs how to run the Drakkenheim module when we get it next year 😍😍
Please, make the second video! I'm planning on doing something on those lines with League of Legends and the Ionians factions (there are a lot of them, but they could me merged into 4 major alligniments)
Hi Dungeon Dudes,
Just wanted to say that I have a campaign with this ad my basic outline:
The Ancient Enemy has already been defeated. However, that defeat came at the price. The stability of society fell apart. The ruling Monarch vanishing leaving the throne vacant. A powerful secret society has fallen apart into warring factions over a cache of powerful artifacts left unguarded. (Formerly removed from circulation by that society), and partly to fill the power vacuum left by the collapse of the Monarchy. Is there potential there?
More videos about faction campaigns would be SO cool!! Please make more.
Green - The Rangers of the Hooded Lantern
Red - The Queen's Men
White - The Paladins of the Silver Order
Black - The Followers of the Fallen Fire
Blue - The Amethyst Academy
Can't believe I didn't see it in the whole campaign, but it checks out pretty well on the MTG color philosophy. Well done Dudes
The last time I was this early, Rat Food was still alive.
Happy to be seeing more cerebral content like this instead of more "top 10 list" style content.
You mentioned factions as being often played as "gaining points" towards set rewards. In that regard, I find it similar to the idea of a reputation grind in many popular MMORPGs.
I like your interpretation much better. Keep up the great work Dudes.
I pledged to the Kickstarter last night and I’ve never been more excited for something to succeed. Looking forward to diving into Drakkenheim.
Great timing! I'm about to run the second council meeting in Rise of Tiamat and this will really enhance it in comparison to the first one
I have a few factions in my world some world spanning and others regional, it helps to give the world depth.
Enjoyed the video immensely.
Cheers
This is the perfect video to watch as I'm working on my Ravnica campaign. Thank you Dungeon Dudes!
This couldn’t have come at a better time, thank you Dudes so much! I’m two sessions into my campaign and the players will be getting into faction intrigue in a couple of months, and this was so helpful!
I'm about to start running a game and I wanted factions and patrons to be a big part of it, and I stumbled across this video - I wanted to say thank you so much, this was super helpful! It gave me some codified ways of setting factions up and gave me a good number (5!). I kept worrying about needing SO MANY FACTIONS and this helped me settle down a bit.
About 2 years ago, I watched this video and we've had an amazing fraction campaign using the Streets of New Capenna setting. Thank you for the inspiration! I'm rewatching this and just realise how much I've used!
great video as always.
also I was so pleasantly surprised to see DUNGEONS OF DRAKKENHEIM as the sponsor of the latest Critical Role episode.
Yes please. More details on how you fleshed out you factions. Thanks for the great video.
Really needed this, about to start a campaign with 6 clans and one king to overthrow. I honestly think it adds so much having reactive factions, not the least of which it builds in consequences (good and bad) for the player choices.
What are the clans general deal? And what's up with the King that needs overthrown?
Considering we have Ravnica as an official D&D setting and the Forgotten Realms and Eberron have notable factions, this is a SUPER useful video
Would love to see tips on creating factions! I want to run a faction campaign now!
Don't be afraid to have a third party outside of your Factions throw some wrentches into the mix too. Give the third party something the players may want, but the cost is something one or more of the Factions want.
Inspiring video. I suggest looking at the shadowrun RPG, since the idea of faction intrigue is very much baked into this setting - corps vs corps vs nature vs gangs etc
This is some great insight into factions and faction conflicts. Thank you, Kelly Mclaughlin, for suggesting that I watch this! Great stuff.
You guys are seriously the most useful RPG channel I’m watching right now.
Thank you!
currently running a faction arc of a larger campaign and i sort of plunged myself into it, but i am so glad i found this video. i like the idea of making each faction its own "person"
The distinction between "unite the factions against common threat" and "factions vie against each other for a common goal" is crucial, and I hadn't thought of that.
The lieutenant-mouth-piece and the leader-cardinal also sounds interesting.
The number of factions...
So much good stuff.
I've been planning a Legend of the Five Rings game with a friend, set in a fantasy version of meiji era Japan, and this has been helpful as far as getting me in the right mindset for running political intrigue.
As a dm I think this has been the most helpful video from yall, entirely new concept for me
Every single video you guys do is useful, but this one was above and beyond!
Yes! Awesome. And of course i want you to do more about factions!
Have to say I really love this video- clear, simple, but powerful ideas. I have recently realized I tend towards "faction based" storytelling when I GM; I often find myself taking a published module, and dividing all the denizens of each location into factions in my head and highlighting faction-based conflicts without meaning to, applying a significant, almost accidental twist to the story. This video is super helpful in clarifying faction-based adventure design, and will be the bedrock of the next campaign I homebrew.
Kelly looks so good in this haircut, he literally has this perfect lenght right now.
Okay, so been following the videos and reading comments for a long time, and invariably one or more comments are made about hair or t-shirts. What is up with that? Is there some weird DND runway/fashion subculture lurking around the Dudes?!
@@gsentinel7948 Think it's just a matter of staring at a video for 40something minutes and how rarely these guys use images or slides. So when you're just looking at two people for a long time, style often gets noticed eventually
Right? Top fluent hair for no reason? Let's freaking go 🤟🏻
Kelly looks good in most hairstyles, and in the past year, he’s had quite a few of them lol
@@OfTheMindscape Kelly looks good in his T-Shirts too! 😉
Thank you so much for this video. Faction conflicts have been really hard for me to do but your points offer a great way to structure them. This has been one of your best and most useful videos ever. Well done! 👍
I wasn't planning on backing the kickstarter, since I don't really go in for campaign settings, but if it includes information on handling factions, that seems worth it to me, so I'm in.
In my alt-history Colonial America Spellpunk campaign, I have three factions based on the three warlock patrons out of the PHB - the Fae, the Fiends, and the Far Gods. The factions aren't their for the players to join, but to create a power struggle (and adventure hooks). There is no "good guy" out of these (the Fae are ticked that humans chased elves out of Europe centuries ago, and after the elven kingdoms on the east coast of the new world collapsed, the humans started colonizing the new world).
That sounds like a potentially very interesting setting!
Another great Video. So awesome to see how to create and run factions. Thinking of all the memorable NPCs from Drakkenheim and seeing the creative process behind it all is so amazing.
Wow! This is perfect timing! I am in the processing of transitioning from a Heist style campaign to a faction intrigue style game! Long story short, the different factions are all hunting for the same Mcguffin (the same one the players are), but differ in what they want to use it for and why. Do you have any tips for running factions with faster than light travel? What about advanced tech?
I would love a followup video to this one! Factions seem like a whole new layer I need to delve into that I am now thinking about retrofitting into campaign that I am only a few sessions into.
This is a pretty good video for a number of systems. World of Darkness and most other Storyteller settings are big on faction conflict and intrigue.
Perfect video to finish off my birthday. Keep up the good work and I wish I could give more on Patreon :) y’all rock
This is probably the best video you guys have ever made!
Holy shit this is two for two! This week I want help with intrigue. here's intrigue. Last week I wanted puzzles and traps. You had puzzles and traps. Keep it up guys!
Please more of this. Faction Intrigue is my favorite type of stories to run
I love the comment about the difference of personalities between a faction's lieutenant and the leader, particularly when it comes to the leader being the distilled essence of the faction's ideals.
My campaign has a thieves' guild called "The Brook", whose leader is a centuries-old elven assassin. The man is ruthless, determined, and calculated. When my players first encountered the organization, though, it was through a couple of smart-talking second-story men who cracked wise and helped the party out.
It really helps to draw your players into a faction with good roleplay and likeable characters to invest them before you reveal that the organization's Wizard is a kidnapped family man held against his will.
This gives me an idea of making a campaign based on the Manga Pumpkin Scissors. The BIG War just ended, mercenaries (or members of the army, depending on what session 0 brings) are hired to discreetly(heh) check on villages ravaged by the war. Deserters, Bandits, Cultists, Profiteers, the villages themselves declaring independence, those kind of things.
I was JUST about to introduce a new faction into the campaign. So glad this video came out today!
I always found the Factions in the Planescape AD&D campaign setting a fascinating concept, but I could never keep track of the 15 different cliques’ names, philosophies and roles in the campaign… I have to agree with Monty that 5 is a great number of factions to have in a campaign. Otherwise players will just forget who’s who and what they stand for, or confuse one with another, and so on.
Agree
I did a one-shot faction story (a soiree at the caliph's palace) a lot of fun, especially when you give all the sides a dark secret so it might be better to keep them squabbling than to side with a particular faction
15:20 I'm not sure it has to be the second in command but I agree that two characters is a good idea, A leader and a face. The face being the party's contact in the faction, that can as you say be a second in command but it doesn't have to be, but they should have some authority. A third character that can be added to the mix is a faction rival. A character in the faction that the players mostly get an antagonistic stance towards. Though he should only be made a villain in fringe cases. Potentially you do the Cox-Kelso switch where the nice guy is the morally reprehensible one while the grumpy one is actually the morally upstanding one. But it's sort of a cliché so one should be careful with it.
Perfect as I'm struggling with this in my Eberron campaign! Thank you for making it easier as the factions are so interesting but I've found it hard to make them interact with one another. Atm the Emerald claw is getting claws into everything and trying to keep them messing with the uneasy peace of Khorvaire is a balancing act I'm still learning to do.
The really big trick is when there are multiple factions and each character in the group wants to join a different faction. -aka the factions in the horde of the dragon queen/rise of Tiamat. Or waterdeep dragon heist-
Something that I was thinking about while you two were going on about this is . . . what if your adventuring group has different ideas about who to join. I've played in games where there are characters had widely different alignments and beliefs. If you have a neutral necro wizard player and a paladin player, their loyalties will each be easy, but makes it hard for the rest of the group who don't have clear beliefs. NPC factions could rip your group apart.
Seriously good tips in here! Your channel is great for new and experienced DMs and players alike.
Was hoping that you would make a video about how to manage a faction intrigue campaign - perfect for promoting your kickstarter. Additionally, your video here is even better with reference to the examples in your live campaign show
Great article - My favorite 5:
1. Ruling nobility
2. Religion
3. Military
4. Merchant and/or professional groups
5. Criminal and/or poor people groups
You're a little late on this one, boys. My Waterdeep Dragon Heist campaign ends on Monday. So many factions, so much intrigue.
Timely for me. Last night I pinned my players between Harpers and Zhents... and they decided they want to play both sides as if it won't all come down on their heads.
Timely for me too, since I don't have a campaign going at the moment and watch largely to stave off the ol' existential dread for a while
@@douglaspage7311 My players are on the brink of this decision right now. Harpers vs Zhents is such a cool plotline.
@@andressagredos4325 If they still try playing both sides, when they inevitably mess up, make sure in all comes tumbling down on them in glorious fashion.
Super amazing video guys! My mind is immediately buzzing with possibilities, and now I want to sit down and make five factions just to try it out.
It’s a good combination with CGP Grey’s Rules for Rulers video, as in our own world the factions within a country often represent the keys to power that a ruler needs to manipulate to stay in power. Can be a good way to think through what the factions in a fantasy kingdom might be, based on what the fantasy keys fo power are.
Very helpful advice and way of thinking about/planning for factions in a campaign. Thank you :)
This video was unbelievably helpful for the homebrew campaign I'm running! I wasn't sure how to classify it until now but it's 100% a faction intrigue! The premise (without giving away any secrets in case one of my players stumbled across this video): The last Goliath Conquerer of the city of Aberdell, a joint triumph of the Elf and Dwarf kingdoms, has just died under mysterious circumstances. Now the Elves and Dwarves are on the verge of war over who is at fault for allowing their beloved city to be conquered in the first place. That's 3 factions right there, and then I have plans for a neutral faction and at least one twist baked in.
This is must-watch material for any Ravnica campaign.
This is awesome! I love how you ran factions in DoD, thanks for sharing!:)
I was recently inspired in faction design by anime "One Piece".
In theory, there are 3 big factions- the navy, the warlords and the emperors- but these broader groups split into smaller groups- navy is unified but there is a division of pragmatism and following orders vs heroism and doing what's right, with many navy members sometimes even fighting one another because of it, each of the seven warlords has their own goals which conflict with one another and sometimes a warlord is replaced by a new one, and emperors while in theory being a single faction, in practice are five different factions- although no more than four exist at once at any point of One Piece's story.
Very good idea. I love One piece.
I'm currently trying to write a city-based campaign. This was perfect timing for it. Thanks!
THE video I've been waiting for from you guys!
looking into dragon heist, planning on running the alexandrian, and your vid helps with the factions available.
The _Acquisitions Incorporated_ sourcebook introduces templates for "Iconic (faction) agent" and "Iconic (franchise role)" that can give NPC statblocks an extra ability. Seems like a fun way to remind your players who they're fighting against (or alongside) through mechanics.
Definitely interested in hearing your thoughts about traiting out factions. Maybe a video where you create one or two factions?
This is perfect! I am about to start running a campaign with tons of faction intrigue!
You guys bring the heat but this was really an especially outstanding resource for DMs and a unique one at that
I'm 100% interested on more content about factions.
Just into the faction section of waterdeep dragon heist, perfect timing thank you amazing dudes so much
I honestly did not give much thought to making Guilds or how they would be if I did. But this has opened my eyes and for me it is a must have in my future campaign
I'm trying to add faction intrigue into my domains of dread does anyone have any advice for that
Make the faction leaders a collection of Darklords that all share one terrible secret...but they're all plotting against one another and trying to get rid of each other so that secret remains hidden.
Give each one a goal that they're striving for, then have points tie into the adventures, depending on what each faction is doing, then it's a race to the finish line
Well effectively each Dark Lord is their own faction and the VRGtR book has who is vying against them from within their own domains. So they give a fair foundation. However it may help looking up some of the old lore for inspiration for who may linger in the shadows or what Dark Lords plan against their hated counterparts. For instance a classic clashing of Dark Lords is Azalin Rex and Strahd. Though Azalin is missing currently in VRGtR's timeline, you can still use this as a base to develop ties to why remnants of Azalin's following are trying to destroy Strahd to progress one of their Lord's ultimate goals and in so doing Strahd's allies are trying to thwart this attempt without their Lord knowing given he has other more important machinations in the work that he can't be bothered with diverting his own attention. These types of feuds exist through out, just takes some additional research to find but can offer great content to get the gears turning to make this intrigue.
Intrigue is about deception, loyalties, and betrayal. The Dudes kind of misdirect you from the best of these by suggesting you treat each faction as an individual, which is useful up to a point. Factions are made up of individuals (they're not hiveminds; unless, of course, they are) who can be taken advantage of. The easy targets being the corrupt ones, the ones who ask "what can my faction do for me, not what can I do for my faction", those who use their position and power within the faction to advance their personal goals and desires (more power (higher rank, politics), wealth (graft), depravity ... ) The TV show Billions is pretty much built around these sorts of short term personal intrigues. The point being that if you can get your hooks into a guy, you can influence a rival faction. This may not be a viable playstyle, but it does create useful sub-plot and rationale for betrayal of the PC's by their quest givers (the PC's are expendable tools).
One thing to consider is there are two aspects: the Public Face, and the Private Agenda. Have the Private Agenda involve a secret voncerning the event the Dudes were talking about, that the faction is willing to kill to keep from getting out. Here's an example:
Knights of the Crystal Chalice
Event: the meteor crashing and spreading delirium everywhere
Public Face: They seek to wipe the horrid substance from the world
Private Agenda: They're doing it by sacrificing it to awaken their Undead Master from his icebound prison, a monster that makes delirium look like a child's misplaced Lincoln Logs in comparison.
Fun stuff!
Very good episode. I am an author and I run D&D campaigns to test out ideas for my novels. So I have a well thought out world and have established it's factions already and campaigns take place in that world. My D&D campaigns tend to be hyperrealistic relative to most DMs for that reason. Where is this going? What I have found from doing this is something that might be of interest to you and other DMs. In my game, all of the PC campaigns take place within the context of the larger conflicts and back histories of the factions in the world. All the NPCs are part of a faction and share these back histories. They have their own agendas. In a sense, when the PCs encounter them, the NPCs are already engaged in their own campaigns and are considering how interacting with the PCs and becoming involved with their campaign might further the objectives of their own preexisting campaigns in which they are already imbedded before they encountered the PCs. They also size up the PCs and associate them with a preexisting faction and conflict and interact with them accordingly. That is not only realistic but I find that adopting this perspective makes for a very realistic and exciting campaign for the PCs. So many D&D sessions that I have attended act like the NPCs have no agenda and/or no desire to pursue it if they have one and are just waiting around for some group of PCs to show up and provide them with an agenda and a chance to get off their butts and interact. The NPCs are defined in such games solely on how they might further or impede the PCs current campaign. Furthermore all the hazards, traps, puzzles, layouts, etc. seem contrived and illogical. Presumably, they were cooked up at great expense of time and resources and at great inconvenience to the NPCs just to test the metal and entertain PCs that might someday show up! In marked contrast, in my worlds, they are set up logically in accordance with the conflicts that the NPCs are already having amongst themselves. As a result, they feel authentic when the PCs encounter them. Bottom line is that the PCs current campaign takes place within the context of the larger conflicts occurring in the world and the local conflicts and campaigns that are already occurring in that world. That's the best way to set up and run a D&D game.