How to Set Up and Use Faction Turns Addendum

Created: 2025-01-31

A common question is how to interpret a failed roll. While “nothing happens” is the default outcome, you can use failures to add depth to the story, noting reasons or events that might explain the lack of progress

See in context at How to Set Up and Use Faction Turns: Addendum

Created: 2025-01-31

Persistent Non-Advancement: If a mission or task continually fails, the faction might reconsider its priorities. They could decide to abandon the effort or shift focus to something more achievable.

See in context at How to Set Up and Use Faction Turns: Addendum

Created: 2025-01-31

Skipping a Turn: When a faction faces significant setbacks, they might need time to regroup.

Changing a Mission: A faction may pivot their efforts if a mission proves unfeasible or a new opportunity arises.

Adjusting Success Probability: Depending on circumstances, you might increase or decrease the likelihood of a faction succeeding in a mission.

See in context at How to Set Up and Use Faction Turns: Addendum

Created: 2025-01-31

Assign at least one Agent per faction: This character serves as the player’s main point of contact, facilitating interaction with the faction.

See in context at How to Set Up and Use Faction Turns: Addendum

Created: 2025-01-31

Having three agents, each representing a different active mission, can provide more avenues for engagement and enrich the narrative.

See in context at How to Set Up and Use Faction Turns: Addendum

Created: 2025-01-31

Creating compelling NPCs can be challenging, so it’s worth planning them in advance

See in context at How to Set Up and Use Faction Turns: Addendum