Factional Triangular Numbers
Triangular numbers are a common pattern in RPGs, whether overt
or covert. You may not know what triangular numbers are but as soon as I show
the pattern, you’ll probably recognise it.
The triangle of 1 is 1
(1 = 1)
The triangle of 2 is 3
(1+2 = 3)
The triangle of 3 is 6
(1+2+3=6)
The triangle of 4 is 10
(1+2+3+4=10)
The triangle of 5 is 15
(1+2+3+4+5=15)
As an example, you can multiply this pattern by 1000 and you
get the basic scheme for experience in early versions of D&D (modified a
bit on eother side to account for the benefits and weaknesses of different
classes).
I’m thinking that factions in a LARP could easily follow the
same triangular structure. One player can’t form a faction (Individual = L1),
Three players can form the most basic faction (Circle = L2), Six players can
form the next level of faction (Squad = L3), Ten players are needed for the
next level (Order = L4), Fifteen to progress further…etc.
Being in a faction provides benefits to the members, and those
benefits are capped by the faction level. Such bonuses might include automatic
increases to influence actions, availability of equipment or allies, security,
etc. Factions would have player characters as leaders, so larger factions would
have a higher number of players under the control of a single individual, but
there would always be the option that players could defect or break-away. A
faction operating near full strength for its size would need to be good to its
members, otherwise a decent breakaway might reduce the membership below a level
threshold.
For example: An Order
(Level 4) might contain 12 members (an order requires 10 members), but
hypothetically it might offend a small group of its members who decide to break
away. If three members leave, the larger group drops below the numbers required
for an order (now at 9). The new break-away faction is a circle (Level 2 = 3
players), and the old faction drops back to level 3. The old faction needs to
find a new player to resume its former status (preferably during the same game
in which the break-away occurred, so that word doesn’t spread to other groups
about their weakened state).
Why use a triangular system? It’s actually pretty simple,
and works for a few reasons. Firstly, it’s an intuitive system with easy
numbers to work with. Secondly it allows for fairly rapid progression at lower
levels while gradually slowing down with its benefits as the numbers get larger
(this means that bigger factions, with more members, tend to have higher potential
benefits for their membership, but they aren’t so overwhelmingly powerful that
there is no point to starting up a new smaller faction).
Also note that I’m using this system to cap potential
benefits.
I like the idea of having characters spend some kind of
currency to gain benefits for their faction. It basically works the same as
spending XP to gain benefits for their character. If we use influence actions
as the basic unit of expenditure for factions, then we can use them to build
strongholds or headquarters (which provide security, healing benefits and
possibly things like training grounds for the characters), battle standards (which
provide benefits to morale on the battlefield), back-up troops, or a wide range
of other potential items that could be used to benefit the faction’s members.
Such benefits would have to be bought, but could only be
bought up to the level of the faction. It might be an idea to also add an
upkeep cost on certain items (let’s say a quarter of the original value,
otherwise it degrades by a level).
Example 1: A Stronghold
A stronghold might
cost twelve influence points per level, so a level 3 stronghold might cost a
total of 36 influence points to build and 9 influence points per month to
maintain. If the upkeep cost wasn’t maintained, it would drop to a level 2
stronghold. Increasing an existing building would cost the monthly upkeep cost,
plus the extra 12 points to increase the building’s level status. This level 3
stronghold would require a minimum level 3 faction, and therefore a minimum of
6 players. The nine points of influence would basically cost 1 to 2 influence
actions per player to maintain. If everyone spends 2 influence actions to
upkeep the stronghold, the remainder could be banked for potential growth in
future.
Example 2: A Battle Standard
A battle standard
might cost four influence points per level, so a level 5 battle standard would
cost 20 influence points to build and 4 points per month to maintain. I have no
idea what a level 5 battle standard would do at this stage, but it would be
pretty damned impressive (maybe a morale bonus to all fighters within 3 metres
per level of the standard). A level 5 battle standard would require a minimum
faction level of 5, and therefore a minimum of 15 players. Only a few characters
would need to pay a single point each for the upkeep cost on the standard, these
characters might belong to the factions “honour guard”, or maybe a single
character takes on the role of standard bearer and earns a special point of
factional status in exchange for looking after the flag.
Some factional benefits would simply be bought, and would
then become permanent attributes of the faction. It might cost 30 points to
gain a speciality sphere of influence; once bought, every member of the faction
automatically gains an extra level in this particular sphere (a faction might
be able to buy 1 level in a sphere of influence per factional level). This adds
a degree of specialisation and interest to the factions, beyond the mere colour
of designing factional emblems, house mottoes and battlecries. A GM could
create a few factions initially populated by NPCs for characters to join, rise
through, and eventually lead, or they could allows players to develop their own
factions from scratch.
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