V5 Factions
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I'm quite excited about how factions will be handled in the upcoming module version.
We know that we'll have 4 metafactions with 3 subfactions per each. We actually know 7 subfactions out of 12 by now. I tried to group them for your (and my own) convenience.Mercantylist metafaction - This metafaction is the only one i'm sure i've done correctly
Hardcastle Mercenaries
Thayans
Congress of Faiths? Guard/city protectors metafaction?
Wyrmguard
The Order of The Saints? Outdoors/monstrous/low-tech metafaction?
Circle of Fury? Shady metafaction?
Thieves GuildWhat kind of a discussion i want to see in this thread?
Firstly: Do you think i grouped the subfactions correctly (Maybe Wyrmguard and Order of Saints will go in different metafactions)? Do you think i'm wrong about some metafaction themes (maybe circle of fury's metafaction is not wild-themed, but occult or something)?
Secondly: What do you think the other 5 subfactions will be like? -
It's funny, but it looks like metafactions are already there!
Magocracy metafaction
MG/Stark Wyverns
City Watch
Temple of Tyche/LuckuardOpposition metafaction
Red Harts
the Order of St. Alubrien
Elven warbandArchvillain metafaction
Raghat's armyGuess that's all factions we have. Or did i miss someone?
So it's twice less factions than we'll have in v5 and they all are already severely undermanned (except elves and stark wyverns). Makes me worry that some subfactions in v5 will have 1-2 members or even none at all. -
It's a system we're attempting. With all new factions, we expect they will fill up quickly, as time tapers on we can more easily remove the ones that people have lost interest in, and either replace them with something new altogether, or not.
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Also don't forget each metafaction will have a starter role which doesn't require an application so that will help as well.