Faction Explanation and Examples
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Since there has been a bit of discussion about Factions, I'm making this post to try and explain some of my thoughts/rulings on them as well as provide a few examples.
Tier 0: Around the size of a normal Final Fantasy party. Composed entirely of named characters, usually somewhere between 4 and 10 people, but can sometimes be larger. Due to the small size, this serves as more of a 'proto faction' than a proper one. A faction of this size can't capture territory, fight armies, and will have severe difficulty "punching up" at larger factions. They may have a 'home base' of some kind, but it will probably be a single building or camp. Examples: Almost every Final Fantasy party, Tantalus Theatre Troupe, a Summoner and their Guardians
Tier 1: The first tier to count as a proper faction, what sets tier apart from Tier 0 is the presence or absence of more people and a central leader. Factions of this size usually have a name, a stated goal, and enough public-facing presence that someone may reasonably know their name and consider joining. They may be individual agents like mercenary companies, pirate crews, and hunter clans, or pieces of larger factions, such as a branch of the military or a political party. Examples: Ramza's unit, Marche's Hunter Clan, Baron's Red Wings, the Turks, and the Kingsglaive.
Tier 2: This is the tier where a faction can reasonably be called a "population" or a "settlement," as well as the first tier where a faction may be considered a political entity. A faction that reaches this size must either be large enough that it can reasonably be split into smaller factions (such as an army with multiple units, or a rebel group with multiple cells) or possess its own settlement. The exact size of the settlement doesn't matter, but it must be large and stable enough to have a permanent population. Camps don't count. All of the settlements that I've dotted around the Great Nations are Tier 2. Examples: Padarak, Baron, Troia, Cleyra, Balamb Garden, and any other independent city or town.
Tier 3: The 5 Great Nations are the only ones that fit into this tier. Dalmasca, Cocoon, Shinra, Church of Yevon, and the Gestahlian Empire. The biggest, most populous, and most complex nations in the world, though not necessarily the most moral or pleasant to live in. These factions are on their own level in terms of size and complexity. Each one starts with one population center but may ally with and conquer others as the quest continues. For my own sanity, you will probably never reach this faction tier.
Size is important because it shows what scale a faction is operating at. As much as we love our little 5 man bands, they are incapable of doing things like holding territory, conquering a kingdom, or facing down an entire army. Or at the very least, punching down is much easier than punching up. Size is also what I'm using to dictate how many personal actions a faction leader should have. Having a faction at all gives you 1 personal action but to get more you need a larger faction where you can delegate more of your responsibilities. Normally in CK2 quests the cap is 4, but I'm not sure if I want to go that far.
Unifying Principle/Goal: This is what brings the faction together. Does the faction's people follow because of religious dogma, or monetary benefits? Do they follow because of their love and trust in the faction leader, or for purely pragmatic reasons? Ramza's crew from FFT follow him largely because they find him to be a just and honorable man, but Marche's crew mostly follow him because he hires them on as Clan members. The Chocobros are together because of their brotherly bonds and also because Noctus is heir to the throne. The Returners from FF6 are a rag-tag bunch, but they are unified in their resistance against the Gestahlian Empire.
Type: Type is less of a rule or hard description and more of a soft label. Shinra is a Company/Business. Dalmasca is a Kingdom. AVALANCHE is a Rebel Group. The average heroic group is a Party. It may give you a rough understanding of how the faction works on a day-to-day basis, but don't be fooled into thinking 2 factions of the same type will operate exactly the same.
Traits: Just like with characters, Factions will have traits that describe particular skills, features, and resources they may have access to. For example, Shinra has traits describing the benefits and abilities of the Turks and SOLDIER. They can also have negative traits which represent weaknesses and failings of the faction.
So far it seems to me you guys have been working on the idea of a gardening/herbal medicine business, and potentially forming a Party with the heroes you've met (except Wakka.) For the business, what you're missing right now is a product and a steady source of income, but I imagine in a turn or two that will sort itself out. The Party is a bit trickier, you need something to bind you together. Some common goals and shared interests.
Don't worry though, I believe in you.
Also, as a side note. This vote has been pretty tight. Right now we've got Walking on Sunshine with 6, Potion Shop with 5, and Vertical Integration with 4. So all it would take is a few votes to swing it in any direction. I admit, I'm happy to see some competition.
Factions
A faction is simply a group working together to achieve a goal. The exact size or form of the faction can be almost anything, rag-tag group of companions, to a company, to a kingdom, but what they all have in common is that they are groups of people pooling their skills and resources to achieve something. As simple as "earn lots of money" or as complicated as "save the world." Since even factions with surface-level similarities can be vastly different from one another, there are no hard and fast rules describing the form and function of a faction. Instead, traits, descriptions, and features will be given on a case-by-case basis. There are a few unifying features, however, which I'll go over now.Size
One of the most important traits of a faction, simply describing how large it is. Size is based on a combination of how many people are in a faction, how much territory they hold, and how many individual units a faction can be separated into. While I have split them into tiers, there are no hard rules on howTier 0: Around the size of a normal Final Fantasy party. Composed entirely of named characters, usually somewhere between 4 and 10 people, but can sometimes be larger. Due to the small size, this serves as more of a 'proto faction' than a proper one. A faction of this size can't capture territory, fight armies, and will have severe difficulty "punching up" at larger factions. They may have a 'home base' of some kind, but it will probably be a single building or camp. Examples: Almost every Final Fantasy party, Tantalus Theatre Troupe, a Summoner and their Guardians
Tier 1: The first tier to count as a proper faction, what sets tier apart from Tier 0 is the presence or absence of more people and a central leader. Factions of this size usually have a name, a stated goal, and enough public-facing presence that someone may reasonably know their name and consider joining. They may be individual agents like mercenary companies, pirate crews, and hunter clans, or pieces of larger factions, such as a branch of the military or a political party. Examples: Ramza's unit, Marche's Hunter Clan, Baron's Red Wings, the Turks, and the Kingsglaive.
Tier 2: This is the tier where a faction can reasonably be called a "population" or a "settlement," as well as the first tier where a faction may be considered a political entity. A faction that reaches this size must either be large enough that it can reasonably be split into smaller factions (such as an army with multiple units, or a rebel group with multiple cells) or possess its own settlement. The exact size of the settlement doesn't matter, but it must be large and stable enough to have a permanent population. Camps don't count. All of the settlements that I've dotted around the Great Nations are Tier 2. Examples: Padarak, Baron, Troia, Cleyra, Balamb Garden, and any other independent city or town.
Tier 3: The 5 Great Nations are the only ones that fit into this tier. Dalmasca, Cocoon, Shinra, Church of Yevon, and the Gestahlian Empire. The biggest, most populous, and most complex nations in the world, though not necessarily the most moral or pleasant to live in. These factions are on their own level in terms of size and complexity. Each one starts with one population center but may ally with and conquer others as the quest continues. For my own sanity, you will probably never reach this faction tier.
Size is important because it shows what scale a faction is operating at. As much as we love our little 5 man bands, they are incapable of doing things like holding territory, conquering a kingdom, or facing down an entire army. Or at the very least, punching down is much easier than punching up. Size is also what I'm using to dictate how many personal actions a faction leader should have. Having a faction at all gives you 1 personal action but to get more you need a larger faction where you can delegate more of your responsibilities. Normally in CK2 quests the cap is 4, but I'm not sure if I want to go that far.
Unifying Principle/Goal: This is what brings the faction together. Does the faction's people follow because of religious dogma, or monetary benefits? Do they follow because of their love and trust in the faction leader, or for purely pragmatic reasons? Ramza's crew from FFT follow him largely because they find him to be a just and honorable man, but Marche's crew mostly follow him because he hires them on as Clan members. The Chocobros are together because of their brotherly bonds and also because Noctus is heir to the throne. The Returners from FF6 are a rag-tag bunch, but they are unified in their resistance against the Gestahlian Empire.
Type: Type is less of a rule or hard description and more of a soft label. Shinra is a Company/Business. Dalmasca is a Kingdom. AVALANCHE is a Rebel Group. The average heroic group is a Party. It may give you a rough understanding of how the faction works on a day-to-day basis, but don't be fooled into thinking 2 factions of the same type will operate exactly the same.
Traits: Just like with characters, Factions will have traits that describe particular skills, features, and resources they may have access to. For example, Shinra has traits describing the benefits and abilities of the Turks and SOLDIER. They can also have negative traits which represent weaknesses and failings of the faction.
Factions and You
I did my best to include a few different ways for you to create/join a faction. Rabanstre was an ideal start since you've got Sky Pirates, the Hunter Clans, and the kingdom's Knights (I never expected Aerith to try for that one, but it might have been a good path for Cecil or Celes.) As a thriving center of trade, it would also be an ideal place to start a business.So far it seems to me you guys have been working on the idea of a gardening/herbal medicine business, and potentially forming a Party with the heroes you've met (except Wakka.) For the business, what you're missing right now is a product and a steady source of income, but I imagine in a turn or two that will sort itself out. The Party is a bit trickier, you need something to bind you together. Some common goals and shared interests.
Don't worry though, I believe in you.
Also, as a side note. This vote has been pretty tight. Right now we've got Walking on Sunshine with 6, Potion Shop with 5, and Vertical Integration with 4. So all it would take is a few votes to swing it in any direction. I admit, I'm happy to see some competition.
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