Setting the stage for multiplayer factional politics
I love the idea of player driven storylines and player led factions within a setting. The biggest problem with the concept is the requirement for high player count. A faction needs at least three players; typically one to lead, one to act as second in command, and one to do the dirty work (but another valid option might be the one who publicly leads, the one who leads from the shadows, and the one who is overlooked but who gets the faction ahead). This means a minimum of six players for two factions, but factions really start to get interesting with five or more players in each...and cross factional politics starts getting fun with three or more factions that are capable of playing off against one another. So for my liking, this means a minimum game with three factions of five players, preferably more players in each faction, more factions, or both. Once we start wandering down this path, the "non-leaders" can develop their own niches of value. A faction might need s...