Monday, October 23, 2017

Reshaping Settings: Randomized Revolutionary Factions

Inspired by some events from one of my games (which I'll potentially detail later, but it involves a PC inspired laborer uprising an an Abhorrer) I decided to take a stab at making some random tables to determine some potential revolutionary factions to use in your game. Some of these might only work in certain settings, eras, or cultures, so feel free to pick and choose as you see fit for your own game! To determine the current size of the revolutionary faction, roll a d12, d8, or d4 and multiply by 100 for a large, medium, or small city or region respectively. Roll a d6: on a 1-2 the faction has been fomenting revolution only newly/recently, on a 3-4 the faction has been plotting revolution for several years, and on a 5-6 the revolutionary faction has been a constant presence in the area for most of recent history. 



Revolutionary Motivation
D10 RollMotivation
1Poor laboring conditions
2Fed up with vast wealth inequality
3Smash patriarchal aristocrats
4Smash matriarchal aristocrats
5Wants repression of magic/mages
6Wants to freely practice magic
7Seeks abolition of town/city guard
8Wants institution of official religion
9Race/species nationalist group
10Wants abolition of royal dynasty/court

Structure of Revolutionary Group
D10Structure
1Disorganized band of commoners
2Coalition of street gangs
3Well organized egalitarian cooperative
4Triumvirate of aristocrat leaders with followers/family
5Religious leader, clergy, and believers
6Sleeper-cell cult leader instructing his loyal cultists
7Dual city guard commanders and their soldiers
8Temporary alliance between hired mercenary bands
9Merchant union and laborers
10Outsider culture/species inspiring a band of citizen followers

But the Twist Is...
D10Twist
1Group is being mind-controlled into revolution.
2Group is being fed information by a mole in an opposing faction.
3Group is backed by a deity of chaos.
4Revolution being manufactured by elites in order to have populace consolidate their power.
5Faction is host to a sleeper cell planted by an opposing group.
6Group is terribly weak-willed and will disband without their figurehead/leader
7Events in PCs' past sessions has inspired this revolution (and it's traced back to them).
8Faction has secretly been spreading a deadly virus to achieve their goal.
9Revolutionaries have turned to dark, evil magic to achieve their aims.
10Heel turn! Re-roll on motivation table. This was secretly the group's motivation all along.

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