Sage's Sanctum

Handling Factions in a Hexcrawl

(Note: All hex numbers in this post refer to my work-in-progress hexcrawl here)

I’ve been playtesting Revolver in a campaign that’s been going for a handful of sessions now. My players are becoming familiar with the region and the local power players. Soon, they’ll be learning more about the various plots and schemes going on in the area.

One of my goals with Revolver was to build a world that feels like it exists independently of the players. Things should happen in the world, whether the players are there or not. Ideally, this makes the world feel more real to the players, and it also makes player choice more meaningful. Choosing which dangerous, villainous plot to stop is a heavier decision if you know you might not get to stop both. If you manage to come up with a great plan and deal with both situations, you get to feel the benefits of your great plan, knowing that without your quick thinking, one of the plots might have succeeded.

Of course, it’s not reasonable to update every facet of the world each session. Instead, I devised a faction system that I used for the first time after my last session. Here’s my current system for writing factions and tracking what they’re up to.

Design Goals
The faction system should…

Choosing Your Factions

I started with a list of important groups in the region. Importantly, factions here are groups of people who have both influence and (relatively) loyal members. My list of factions looked like this:

Defining Faction Goals

Factions should be trying to do stuff. Otherwise, they aren’t much of an organization. For each faction, I establish a long-term goal and a number of short-term goals. The short-term goals are objectives that are of high priority for the faction and could be completed in the next 1-3 months. Long-term goals are larger projects that are either on an indeterminate time scale or will take more than a few months.

There’s one other type of goal I include sometimes: a triggered goal. A triggered goal is a goal that the faction can’t start until another goal is complete. It’s mostly there to remind myself that the faction should start on that goal immediately once the prerequisite is met.

Most, if not all, goals should be something the players can interact with and will notice if it’s completed. The goal isn’t just to create a living world, but to generate gameable ideas. Players wanting to help a goal along or stop a goal from being accomplished can make for whole sessions of play at the table.

Here are the goals for The Reclaimers in my campaign.

Long-term goal: Retake Silver Hills and return to their homes

Short-term goals:

Triggered Goal: March on Silver Hills: Once 3 short-term goals are completed, or 6 are partially completed.

Defining Faction Leaders and Headquarters

A faction should have a leader, or multiple leaders if it makes sense, and a headquarters where the faction is primarily based. For my hexcrawl, the headquarters are all major settlements, so I just write the name of the town and the hex where that settlement is. Make a stat block and write a few bullet points on the leader for major factions; you don’t need to go into extreme detail. Make a Picrew or something if you’re feeling spicy.

Here’s the entry for the Reclaimers’ leader:

Onyx the Poxbringer
21 grit, 16 Brawn, 14 Agility, 14 Mind, 2 defense

Dragon Dance: Onyx can wield 2 handed weapons as though they are 1 handed

Kasumi-no-kamae: At the start of her turn, Onyx can choose to take a low stance, preparing to counter melee attacks. While in this stance, any attacks Onyx makes are impaired. If a creature attacks Onyx with a melee attack while she is in this stance, subtract 1 from the damage she takes (minimum 1). She can immediately make an attack against that enemy.

Tri-Wielded Katanas: 1d8 damage (roll once for each katana, take the best result)

Items: 2x Smoke bomb, grappling hook with rope, 2x Kunai knives, short bow
About Onyx:

Lieutenants

I also add a lieutenant or two for each faction. These are the leaders' most trusted agents, and if your leader dies early for whatever reason, a lieutenant can become the new leader of a faction. I don’t make stat blocks for these guys until I need one, and I keep their description brief.

Here are the entries for the Reclaimers’ Lieutenants:

Tracking Faction Action

It would be quite a bit of work to track how a faction is progressing on its goals for each day of in-game time; plus, organizations tend to work a little slower than individuals. So I update a faction’s progress on their goals after each week of in-game time.

Importantly, my players are aware that faction goals advance every week. This is important because it makes the players think about when they can afford to take a week-long rest, or when they need to push themselves to stop a faction from accomplishing a goal. I’m a proponent of letting the players know how the gears turn behind the screen unless there’s a good reason not to.

To start with, I assign each goal a difficulty of easy, medium, or hard, and a timeline in weeks. For example, I gave the Reclaimer’s goal of “Cut off food to Silver Hills by taking over the farm that supplies the town with food” a difficulty of easy and a timeline of 4 weeks. This means that after 4 weeks of successful work on the goal, The Reclaimers will take over the farm.

Each faction can work on a number of goals per week equal to the number of leaders and lieutenants they have. At the end of each week, pick which goals are being worked on, roll a d6 for each of them, and compare the result to the difficulty table below. On a success, the faction can add a week of successful work to that goal. When the weeks of successful work equal the goal timeline, the goal is complete!

A roll of 6 adds 2 weeks of successful work, a roll of 1 removes a week of successful work (minimum 0).

Difficulty Success chance
Easy 5 in 6
Medium 3 in 6
Hard 2 in 6

Player Interaction and Opposed Goals

Player Interaction
Some goals may get completed without the player's influence, but often, the players will try to hamper or aid in the completion of a goal. In these cases, you’ll have to use your discretion. If the players fend off a Reclaimers raid on the farm, that might just be a setback, removing a week of successful work from the goal. Building defenses on the farm, or hiring black rose mercenaries to guard the farm, might increase the difficulty or timeline of a goal, or render the goal incompletable.

The same goes for when players aid in the completion of a goal. If the players join the reclaimers and take over the farm, the goal is complete, regardless of how many weeks of work have been completed.

Factions struggling with a goal, or with more goals than they have the manpower to work on, may hire players to help them!

Opposed Goals
Sometimes, two factions could have the same goal or mutually exclusive goals. In this case, the faction that completes the goal first is successful, and the goal becomes uncompletable for the other faction. This could lead to the creation of a new goal! If two factions are after the same treasure, only one of them can get it, but the other faction could still attempt to steal it later as a new goal.

If two factions finish a goal at the same time, randomly select who finishes the goal first.

Recapping and Completing Goals

Once you’ve rolled progress on goals for each faction, note down any goals that were completed. For each one, describe what effect this has on the world. In our example goal of the reclaimers attacking the farm that supplies Silver Hills, I would write something like:

“The Reclaimers claim the farm. Silver Hills is cut off from food. Unrest will begin in a week, and by the end of the month, 1d20% of people will leave in search of a better settlement”.

After noting any completed goals, decide if any new goals are appropriate. Ramiel’s deputies might try to take back the farm, and the Reclaimers might next try to gain control of the lake where Silver Hills fishermen work.

Lastly, for each faction, I write a short 1-2 sentence-per-goal blurb describing what they did this week, and where. This is mainly so I remember what happened in case the players investigate a faction's recent behavior, but it's also great fodder for rumor tables that feel a little more topical than a static list built at the beginning of the hexcrawl.
​ For the sake of a complete example, here are my current factions and my weekly goal update for them.

My Factions

Major Factions

The Reclaimers

After being exiled from Silver Hills for allegedly bringing a plague to the town, the Ratlings in the region formed their own settlement. Though many didn’t survive, they have learned to live off the land and become a stable force in the Silver Hills region, taking in anyone who is ousted from or rejects Silver Hills.
Long-term goal: Retake Silver Hills and return to their homes
Goals in progress:

Triggered goal: March on Silver Hills: 3 short-term goals are completed, or 6 are partially completed.

Leader
Onyx the Poxbringer (It's hard to find a picrew for Ratlings so here's Cluny from Redwall )
redwall__treasure_island__cluny_the_scourge__by_fortunatafox_d8qv913-fullview

21 grit, 16 Brawn, 14 Agility, 14 Mind, 2 defense
Dragon Dance: Onyx can wield 2 handed weapons as though they are one-handed
Kasumi-no-kamae: At the start of her turn, Onyx can choose to take a low stance, preparing to counter melee attacks. While in this stance, any attacks Onyx makes are impaired. If a creature attacks Onyx with a melee attack while she is in this stance, subtract 1 from the damage she takes (minimum 1). She can immediately make an attack against that enemy.
Tri-Wielded Katanas: 1d10 damage (roll once for each katana, take the best result)
Items: 2x Smoke bombs, grappling hook with rope, 2x Kunai knives, short bow
About Onyx:

Headquarters: Reclaimer's Settlement (Hex 0605)

Lieutenants

Laylah’s Demons

After rising from the Hells for the first time, Laylah and her imps quickly overtook Mellow Grove, in part because she wanted a castle for herself. Since arriving, she has been converting townsfolk into cambions to prevent them from leaving town while using her imps to ensure no one gets in or out unnoticed. She worries angels may make their way down soon as the conflict between demons and angels slowly moves south.

​ She aims to perform a profane ritual to create a barrier against angels, but it requires the sacrifice of a dozen beautiful, pure lovers. To that end, she has banned sex in Mellow Grove and aims to pair off people in town she thinks would be good together, using charms if needed to kick-start their relationship.

Long-term goal: Keep angels out of Laylah’s castle
Goals in progress:

Triggered Goal: Sacrifice pure lovers to create a profane barrier around Laylah’s castle.

Leader
Laylah, Sorceress Succubus
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17 Grit, 10 Brawn, 14 Agility, 16 Mind ​
Demonic Charm: Mortals become infatuated with Laylah at a single glance. Characters taking any action that would harm Laylah must make a mind check, or they can’t bring themselves to go through with it.

Loyal Minions: If Laylah would die, she can survive by devouring the soul of a nearby minion. The minion is immediately dragged to hell, and Laylah restores 1d6 Grit.

Fire blast: 1d8 damage to a nearby target, can be used on objects to set them on fire.
Claws: 1d4 damage

About Laylah:

Headquarters: Mellow Grove Castle (Hex 0301)
Lieutenants

Ramiel’s Deputies

Since he’s gone north to fight in the war against demons, Archangel Ramiel has left his deputies in charge of the region. The deputies are overwhelmed and at odds with Silver Hills’ mayor, as he doesn’t like that they are only accountable to an angel that isn’t even around.

They are aware of the Reclaimers and want to ensure they don’t get powerful enough to attack Silver Hills. Losing Silver Hills would be a major embarrassment for Ramiel and leave the angels without access to the town’s silver mine.

Long-term goal: Stop the Reclaimers from gaining power
Goals in progress:

Leader:
Marsha Burns
708151_vEp2GXyb

13 grit, 13 Brawn, 12 Agility, 13 Mind, 3 defense

Shield bash: 1d4 damage, target must make a brawn save or be knocked prone
Blessed Longsword: 1d8 damage, shines in the darkness
Items: 2 potions of healing (1d6), 1 fire bomb, a pair of manacles, heavy armor

About Marsha

Headquarters: Silver Hills

Lieutenants

Minor Factions

The Satchel Union

This region's chapter of the Satchel Union, a monastic order dedicated to delivering mail securely and privately. Delivery monks are raised from a young age and not taught to read, so they can’t steal information from the letters they deliver. Many parents who cannot take care of a child leave them with the monks, where they will be well-fed and trained.
Long-term goal: Secure Safe routes between Silver Hills, Mellow Grove, and the Reclaimers settlement for mail delivery.

Short-term goals:

Leader: Abbot Min Yang

The Black Rose Mercenaries

A crew of mercenary cowboys. The best fighters you can hire on short notice, known for being extremely honorable of their contracts, but have no loyalty to any particular contractor.

Long-term goals: Make money, expand the influence of the organization

Short-term goals:

Leader: Domino Bell

Faction Update Example

Date (in-game): 9/1-9/7

The Reclaimers

Cut off Silver Hills' finances by sabotaging their primary mine (Medium | 6/6 weeks)

Collect enough poison to coat their archers' arrows in it (Medium | 2/6 weeks)

Cut off food to Silver Hills by taking over the farm that supplies the town with food (Easy 1/4 weeks)

New Goal: Set up blockades on trade routes to Silver Hills (Hard | 0/4 weeks)

Laylah’s Demons

Blow up the grand railway to prevent travel (Medium | 4/6 weeks)

Create or find 6 relationships of beautiful people in pure love (Hard | 0/6 weeks)

Ramiel’s Deputies

Secure trade routes into Silver Hills (Medium | 0/6 weeks)

Recruit more deputies (Easy | 0/4 weeks)

Make the mayor look bad (Easy | 2/6 weeks)

The Satchel Union

Secure food for an influx of children left at the monastery (Easy | 1/4 weeks)

The Black Rose Mercenaries

Clear out most of the undead in the region (Hard | 1/6 weeks)

Conclusion

I’m pretty happy with the output here. Tracking the goals took less than 10 minutes, lets me know what each faction is up to, what they accomplish, where they accomplished it, and what they might need the players’ help with.

This will help me make the world feel a little more alive. Citizens will react to how factions progress on their goals, and I’ll know when a faction has gained a new tool to use (when the Reclaimers finish collecting poison, NPCs associated with the faction will start coating their weapons in it).

It also helps me keep my rumor tables fresh, whatever rumors I gave out last session exit, and new rumors based on faction activities enter!

Image Credit

Deerinspotlight's Picrew