17 hours ago · 6 min read1261 words · Gaming · hide · 0 comments

For my weird post-apocalyptic setting, for now called the Lakelands, there's a needle I want to thread between giving GMs ways to make the setting their own and giving them everything they need to run a game in the setting. That's not an easy task, of course. Take factions: rather than creating a definitive list of specific organizations that operate in the setting, I'm instead creating faction archetypes, like raiders, rulers, hunters, or delvers. Then I'm creating a few examples of each. The archetypes are there to provide scaffolds, Schelling points, and inspiration for tables that want to make up a lot of setting details for themselves. It gives them a sense of what kinds of factions exist in the Lakelands and support play. The examples, once they're more fleshed out, will be there for GMs who want to run out of the box something I've already made for them. There are ten faction archetypes. Delvers, scavengers who explore ruins and dreamzones in search of valuables. Example: Open…

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