Video summary
Worldbuilding | Fix Your Factions
Main summary
Key takeaways
Overview
Kyle (Mapro / “RPG Art Show”) teaches a worldbuilding method for “fixing your factions” by treating factions like characters with goals and consequences. He then demonstrates the process by building a complete example set of factions for a dungeon-city scenario.
Key Artistic / Worldbuilding Techniques & Creative Concepts
- Visual planning tool: Create a relationship map to track faction connections to a central adventure location.
- Factions as active agents: Treat factions as groups with shared goals that can change the world, not just background NPCs.
- Motivation-first design: Ensure each faction is motivated and capable, with clear interests.
- Scene logic framework: Use a directing-film principle (via David Mamet) so each faction “scene” answers:
- Who wants what from whom?
- What happens if they don’t get it?
- Why is this happening now?
- Avoid “power as a goal”: Don’t make factions want only power/wealth/violence. Treat those as means; the real goal is the specific change they desire.
- Conflict without moral alignment: Don’t design factions as good vs evil. Build them around self-serving purposes so players can make meaningful choices.
- Emergent-play preparation: Write factions as situations (fast to adapt), not as predetermined stories—so they can respond to player actions and become problems later.
Demonstrated Example: Faction Construction (Sample Setting)
Central Location & Core Inciting Dungeon Mystery
- An ancient underground dungeon ruled by the Sentimanus elves (originally from Santa Manas).
- The dungeon’s “hunger”/threat returns due to Codus, an “elder thing” (explicitly inspired by mythological plagiarism from Greek stories), influencing the world through:
- The Hand of Codis (a cult spreading Codus’s will)
Step-by-Step Faction Build Process
- Pick the dungeon origin faction
- Decide who built the dungeon, whether they’re gone or dormant, and why.
- Example outcome: The Sentimanus elves were forced underground after a rebellion against the gods.
- Add a supernatural power source
- Invent/borrow an “elder thing” to justify why the threat has leverage against gods.
- Example outcome: Codus was cast down and seeks revenge through the elves/cult.
- Give the cult an instrument
- The cult’s role explains how the elder thing operates in the world.
- Example outcome: The Hand of Codis performs rituals and recruits participants.
- Add environment-appropriate monsters (dungeon flavor)
- Example dungeon monsters:
- Bone spiders: undead pieces fused into spider forms.
- Wraith keepers: chain-led undead ghosts “on patrol.”
- Include monster desires (not just aggression):
- Bone spiders want honorable burial.
- Wraith keepers want contracts annulled by destroying their written pledges.
- Example dungeon monsters:
- Define the surface-city setting and add easy factions
- Create a city above the dungeon (wealthy agrarian metro).
- Example outcome: Felden—windmills, river mills, a rich agricultural community.
- Add:
- Coin Guard (law/taxes serving landowners and farmers)
- Thieves (criminal element; recognizable due to prosthetic hooks after losing hands to the law)
- Connect the underground threat to the surface underclass
- Provide a pathway for interaction (escape routes, secret passages).
- Example outcome: An underclass sneaks into the dungeon, encounters Codus, and becomes a cult arm.
- Add major external rivals to escalate stakes
- Example factions:
- Dwarves of Clan Auros (long-memory grudge; reclaim stolen clan gold)
- Elves of Aeondel (arrive to destroy the threat, willing to risk catastrophic outcome)
- Example factions:
- Tie it all back to “why now”
- Give a clear cause for the renewed incursion.
- Example cause: The thieves dug where they shouldn’t and tried to seize power from oppressors—sparking Codus’s cult activity and rumors.
Example Factions Mentioned (By Name)
- Sentimanus elves (from Santa Manas; now dormant/underground)
- Codus (elder thing / revenge entity)
- Hand of Codis (cult)
- Bone spiders (undead fused monsters)
- Wraith keepers (mad ghosts on chains)
- Coin Guard (law/tax enforcement)
- Thieves (criminal element wearing hook prosthetics)
- Felden (the surface city)
- Dwarves of Clan Auros
- Elves of Aeondel
Creative Advice Emphasized
- Focus faction design on:
- Goals (what they want)
- Means (power/wealth/violence as tools)
- Consequences (what happens if they don’t get it)
- Timing (why this is happening now)
- Don’t overprepare: target 3 factions for early campaigns.
- Players don’t need to engage everything—factions can remain background situations that later become obstacles.
Creators / Contributors Featured
- Kyle (host/instructor; “my name is kyle”)
- David Mamet (source of the “three questions per scene” directing-film advice)
- World Anvil (sponsorship; referenced via worldanvil.com and promo code)
- John (co-host/partner mentioned for the podcast at thesplatbook.com)
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