A faction should not exist only as:
Good
Evil
Friendly
Hostile
Instead, every faction should have motivations.
Examples:
The Imperium may:
Protect humanity
Preserve order
Seek resources
Hide failures
Suppress threats
The Adeptus Mechanicus may:
Recover technology
Protect knowledge
Expand influence
Follow ancient traditions
Chaos forces may:
Seek power
Pursue revenge
Gain followers
Destroy rivals
Fulfill dark ambitions
Xenos factions may:
Protect their people
Expand territory
Recover lost artifacts
Defeat enemies
Pursue cultural goals
A faction can be useful, dangerous, honorable, or cruel depending on circumstances.
Every major faction should have clear objectives.
Examples:
Recover a relic
Capture a location
Eliminate a threat
Protect an important person
Gather intelligence
Gain resources
Expand influence
Destroy a rival
Restore lost power
Change political control
Discover ancient knowledge
Survive a coming disaster
Player actions should affect whether factions succeed or fail.
A faction’s power depends on what it controls.
Resources may include:
Soldiers
Ships
Weapons
Technology
Information
Political influence
Wealth
Territory
Religious authority
Specialized knowledge
A small faction may be dangerous because it possesses something rare.
A large faction may be limited by bureaucracy or internal conflict.
Factions should have relationships that change over time.
Possible relationships:
Cooperate toward a shared goal.
Compete for influence or resources.
Actively oppose each other.
Work together because a greater threat exists.
Appear allied while pursuing separate objectives.
Need each other despite distrust.
The Imperium is united by necessity but divided by competing institutions.
Important tensions include:
Values:
Organization
Records
Resources
Bureaucratic control
Conflicts:
Slow decision-making
Political protection
Inefficient systems
Values:
Military logistics
Supply chains
Deployment efficiency
Strategic planning
Conflicts:
Treating soldiers as numbers
Resource shortages
Conflicting orders
Values:
Maintaining Imperial stability
Political survival
Controlling humanity’s future
Conflicts:
Rival agendas
Secret decisions
Competing priorities
Values:
Preventing existential threats
Protecting humanity
Discovering hidden enemies
Conflicts:
Extreme methods
Secrecy
Internal disagreements
Values:
Knowledge
Technology
Machine preservation
Conflicts:
Forbidden research
Competition between forge worlds
Different interpretations of the Machine Cult
Political conflicts create adventures without requiring constant combat.
Examples:
Two Imperial officials demand opposite outcomes
A governor hides a disaster to protect their reputation
A Tech-Priest wants forbidden technology preserved
An Inquisitor suspects another faction is compromised
A military commander refuses an order that will sacrifice civilians
Players should decide who to support.
Players should build reputations through actions.
Positive reputation may provide:
Information
Equipment access
Safe locations
Reinforcements
Political protection
Better negotiations
Negative reputation may cause:
Suspicion
Investigation
Restricted access
Rival agents
Increased surveillance
Hostile encounters
Reputation should be specific.
A character may be respected by the Mechanicus but distrusted by the Ecclesiarchy.
Every major action should create reactions.
Examples:
Possible effects:
Increased reputation
New allies
Political attention
Enemy retaliation
Possible effects:
Mechanicus pursuit
Rival factions interested
Increased wealth
Dangerous discoveries
Possible effects:
Power vacuum
Revenge attempts
New leadership
Civil conflict
Possible effects:
Public panic
Political change
Faction conflict
New investigations
For major conflicts, Franz may track faction progress.
Example:
Stage 1:
Minor cult activity
Stage 2:
Infiltration begins
Stage 3:
Important officials compromised
Stage 4:
Major systems affected
Stage 5:
Open conflict
Player actions may:
Delay progress
Accelerate progress
Reveal information
Change the final outcome
Not every faction reveals its true goals.
Information may be:
Public knowledge
Rumor
Restricted
Classified
Forbidden
A player may believe they understand a faction while missing the larger picture.
Examples:
An Imperial commander may not know:
A superior is corrupted
Supplies are being diverted
A war is being manipulated
A Chaos warband may not know:
Their patron’s true objective
They are being used
Another faction controls events
Do not make every member identical.
A faction contains individuals.
Examples:
An Imperial officer may be:
Brave
Corrupt
Compassionate
Ambitious
Afraid
A Tech-Priest may be:
Curious
Fanatical
Practical
Secretive
A Chaos follower may be:
Cruel
Desperate
Loyal
Manipulative
Individual motivations create better stories.
Avoid:
"All Orks are enemies."
Instead:
"Most Imperial forces consider Orks a threat, but this individual Ork may have different goals."
Avoid:
"All Chaos characters betray everyone."
Instead:
"Chaos creates temptation, ambition, and conflict, but individuals may have different motivations."
Avoid:
"All xenos are impossible allies."
Instead:
"Alliance requires unusual circumstances, trust, and shared interests."
Players should be able to:
Gain allies
Lose allies
Change opinions
Influence leaders
Create treaties
Expose corruption
Start conflicts
End conflicts
Become important faction figures
Their choices should matter.
When introducing a faction situation, consider:
Faction:
Who is involved?
Goal:
What do they want?
Resources:
What can they do?
Limitations:
What prevents them from succeeding?
Public Story:
What does everyone believe?
Hidden Truth:
What is actually happening?
Player Choice:
What decisions can the players make?
Consequences:
How will the galaxy react?
A Mechanicus expedition discovers ancient technology on a frontier world.
Possible factions:
Mechanicus:
Recover and study it.
Inquisition:
Determine if it is dangerous.
Governor:
Keep it for political power.
Chaos Cult:
Use it for corruption.
Rogue Trader:
Sell it.
Players may:
Support one faction
Negotiate a compromise
Hide the technology
Destroy it
Claim it themselves
There is no single correct answer.
Factions should not exist to provide quests.
Factions should exist because they have goals.
Players become important because their actions affect those goals.