I’ve tried to run games (in a couple systems) that had complex NPC factions to engage with, and a lot of players just… don’t. I think sometimes they just don’t realize it’s an option.
My last game was kind of picking up speed, where there was a bad megacorp (within it two main factions) and a fractured array of resistance groups. I was hoping the players would do some alliance building. It was kind of working, but then real life sort of scuttled the game.
The other problem that happens to me a lot is I think about the game between sessions, and the players don’t. They don’t remember much detail. So I’ll be like, “And you discover he’s been working with the Seers the whole time!” And they’ll be like “the who? Is that bad?”. It’s hard to get factional stuff going if the players can’t keep straight who’s who.
Not a very high quality article. Makes constant reference to “faction and domain play” without adequately defining the terms for someone that didn’t grow up with them. (Presumably, the target of the article.) And a lot of typos.
And a lot of typos
Some of which are so bad they completely flip the presumed meaning of the text.
There’s anything wrong with the style of play
There’s not anything wrong? It’s not like there’s anything wrong?