Sifting from the Stream of Knowledge

Internal tensions within a faction

A little while ago I came across this blog post by Johnn Four, which got me thinking again about one of my favorite topics: how to build internal tensions with a faction. I like how this tension gives the faction more texture and offers several potential points of leverage for the players. One of my favorite adventures from Mike Shea's Ruins of the Grendleroot, A Fistful of Copper, confronts the PCs with two rival groups intent on attacking their base - but the internal conflict within each faction gives the players a number of ways to disrupt each group or set them against each other. Because I want to do this more in my own game, I decided to write up some general frameworks for different kinds of internal tensions. Note that these are not mutually exclusive - a faction might have a few of these going on at once.

Types of Internal Conflict

Leadership Challenge: Someone within the faction (either at the top, or from the bottom) wants to replace the leader.

A Powerful Wildcard: There is a powerful entity within faction that is doing their own thing. They are going along with the leader for now, but circumstances might change that.

A Matter of Degree: There are two groups within that are largely aimed in the same direction, but one wants to go farther than the other.

A Matter of Priority: This internal conflict is about the the direction and focus of the faction.

The Personal Feud: Not all tension needs to be principled or ideological. Sometimes it is just people holding on to some petty grudge or insult from years ago. Someone didn't pay you respect. They rose through the ranks too quickly. They embarrassed you in public. They're not part of your clique. Some people are willing to do a lot to undermine someone they just don't like - even if it hurts the overall group.

When and how to add these tensions

If you are prepping the next adventure arc and you know a faction is going to be a major antagonist (or ally), then you can think about seeding the faction with internal tension as you are building them out. However, it is not always necessary to build it in from the start - and not overdoing it for every group in your setting can help avoid world builder's syndrome where you're always adding extra layers of detail but never running. You can always start with just the basics, and then add tensions to a faction when they become more important to your game. But when you're developing that big picture of the faction (e.g. what their primary goals are, what their resources are, and the leader) it may be helpful for that later development of tension if the faction feature has two or three different elements (rather than just one big element) so that you have some fertile ground to add tension later. For the faction's values: perhaps this faction is about both strength and cleverness. Or for resources - maybe there is a group of assassins and a shaman and their apprentices. Then when you're ready to add tension you have a few different threads to tug on.