Video summary

Worldbuilding | Fix Your Factions

Main summary

Key takeaways

Art and Creativity

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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)
  6. 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.
  7. 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)
  8. 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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