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Factions and reputation

Building your world · guide 3 of 8

Factions are the guilds, cults and noble houses of your world. Critsmith keeps track of how each one feels about the party, and lets that feeling change what things cost, and what happens when a quest goes wrong.

Two ways to make a faction

There are two ways to make one. Create with Wizard takes you through it a step at a time. Manual puts every field on one page.

The Factions page, with its two ways to make a faction

Basics

To use the wizard, start with Basics: a name, and the faction's goals, what they're working towards. Only the name is required.

Basics: a name and the faction's goals

Press Next, and the step is saved. If you stop halfway, the faction waits on your list marked Unfinished.

A faction you stopped halfway, waiting on your list

Home and standing

Home location is where the faction is based, and New location makes one without losing your place. Then set its reputation with the party. There are seven steps, from minus three, Hostile, through Neutral, up to plus three, Allied.

Home and standing: where the faction is based and how it regards the party

DM-only notes

Then your DM-only notes: true motives, secret backers, plans the party hasn't uncovered yet. Players never see them.

DM-only notes, which your players never see

Review

Review shows everything on one card. Press Finish, and you're back on your list, with the new faction marked New.

Review: the whole faction on one card

Your factions at a glance

Every row shows the faction's reputation, coloured from red for Hostile to green for Allied, so you can see at a glance who's on the party's side. Search by name, or filter by home location or reputation.

Your factions, each with its reputation

Press a faction once to read it in the quick reference panel, and press Edit to change it. When the party wins someone over, or makes an enemy, change the reputation in Home and standing.

The quick reference panel for The Silver Wardens

Reputation sets prices

Give a shopkeeper NPC a faction, and each step of reputation moves that shop's prices by five per cent. If the shopkeeper's faction is Allied, everything costs fifteen per cent less. If it's Hostile, fifteen per cent more. This stacks with the shop's own price modifier, and any price you've set by hand stays exactly as it is.

How each step of reputation moves a shop's prices

If you'd rather prices stayed put, turn off Prices follow faction reputation in your campaign settings.

Prices follow faction reputation, in your campaign settings

When a quest fails

A failed quest can cost the party, too. Open a plot thread and go to Linked entities. Press Add faction, choose one, and press Link. In its If fails box, enter how far its reputation should move if the quest fails. Here, minus two. Then press Save.

A linked faction that drops two steps if the quest fails

Nothing changes yet. When the quest fails, set the thread's status to Failed and press Next. Then open Edit all on one page, and open Linked factions. Fail consequences shows each faction's reputation now, and what it will become.

Fail consequences, waiting for you to apply them

Nothing moves until you press Apply fail consequences, so a thread marked Failed by mistake costs nothing. Press it, and the Silver Wardens drop from Friendly to Neutral. Their shopkeepers' prices go back up to match.

The Gilded Anvil, back to full price now the Silver Wardens are Neutral

Let your world remember what the party does, and let it show.

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