Institutional support can be invaluable for new (and impoverished) adventurers. For example, in
Alexis' Juvenis campaign, it is because we are acting as representatives of Stavanger that our current cave exploration has gone as smoothly as it has.
Players new to games that require a lot of logistical considerations (food tracking, encumbrance, etc.) often are overwhelmed with the responsibility of handling all of this on top of the more "normal" player responsibilities. In-game institutions can provide
scaffolding for these players, providing support that diminishes as players become better at playing the game.
In Prodigy, I call these types of institutions "factions" since there are always several in an area, each vying for power. As part of character creation, players can choose a faction appropriate to their trade (class), joining that faction and gaining additional proficiency in a faction-specific skill.
Faction |
Trades Offered |
Skill |
Goal |
Abigail's Steadfast |
Provisioner;
Soldier |
Thaumaturge
(Azintheen) |
Protect the
vulnerable |
Adept's College |
Researcher |
Any
Mental |
Study everything |
Areinian Constabulary |
Provisioner;
Soldier |
Orator |
Keep the peace and
their money |
Avondown Associates |
Soldier;
Thief |
Leader |
Destroy the
Tarluskani regime |
Brass Orchids |
Artist;
Bard; Thief |
Combatant
(Dextrous) |
Assassinate
the Tarluskani leadership |
Catacombs Machimoi |
Ognemuo,
Soldier |
Athlete |
Defend the Catacombs |
Facetakers |
Hinterlander; Soldier; Thief |
Wildcrafter |
Become a wild animal |
Hunting Brigade |
Hinterlander;
Provisioner; Soldier |
Pathfinder |
Hunt the best prey |
Jungle Explorers' Guild |
Bard;
Hinterlander; Provisioner; Soldier; |
Orator |
Bring back the best
story |
Knights of St. Valorie |
Hinterlander;
Provisioner; Soldier |
Thaumaturge
(Azintheen) |
Restore
the Church of the Azintheen |
Minstrels' Guild |
Artist;
Bard |
Artist
(any) |
Advance the state of
Art |
Night Consortium |
Provisioner;
Soldier; Thief |
Grokist |
Find money |
Nithya Jongleurs |
Bard;
Thief |
Pickpocket |
Stun
the crowd. Leave town |
Nithya Sanraksaka |
Hinterlander; Soldier; Thief |
Combatant
(Dextrous) |
Protect the Nithya
and
Saharjin
|
Order of St. Lussier |
Provisioner;
Researcher |
Chemist |
Heal the sick and
wounded |
Pirate Sovereigns of Korg |
Hinterlander;
Soldier; Thief |
Sailor |
Sail the seas and get
plunder |
Revelers of Kwerris the Fool |
Bard;
Soldier; Thief |
Thaumaturge
(Fiaja) |
Get
mystically drunk, then break things |
Sojourners |
Hinterlander |
Scholar |
Travel the world |
Tarluskani Military |
Hinterlander;
Provisioner; Soldier |
Leader |
Conquer the world |
University of Reyjadin |
Researcher |
Thaumaturge
(Fiaja) |
Advance military
science |
Yanera Custodes |
Thief |
Grokist |
Manipulate as ordered |
Yanera Guerreros |
Hinterlander;
Soldier |
Athlete |
Protect the Ten
Tribes |
Faction membership is only limited by geography (most factions exist only in specific areas of the world), culture (some factions only admit members from their associated culture) and trade.
To spell out the obvious, factions provide a number of built-in services for characters: they offer employment, training, lodging and food, and (perhaps most importantly) a default goal. As I've run games, I've noticed that my players are often hesitant to define their own goals, to set their own agenda. I've found that offering some vague direction, like the goals listed above, helps players develop their agency. Having multiple characters from the same faction provides an initial consensus that helps players get moving.
The above is not new or revolutionary information. Moving forward on this, I want to further develop how players can join factions after character creation as well as better outline how a faction's presence in an area manifests - how many personnel, distributed how, pursuing what goals.