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Faction Loot

As we all know, the best way to get phat loot is bat your eyelashes at a DM, cross your fingers, then put in a faction application. All well and good. These second best way appears to be to find one of the people who can write a good application, beat their character’s teeth out and steal their faction loot.

But wait. Apparently this isn’t allowed! I am all for faction loot not making its way into general circulation, but I have several suggestions.

Firstly, some of the faction loot I have, has: "contact a DM when found" written on it. This is a good idea, and I would like to see it on all loot that is going to get taken away by some high lvl NPC, dissolved into mush, snatched by a low flying roc or whichever other deus ex machina comes their way. Since the reasons are mostly for game balance, not in-game logic, it would give people warning before they sell whatever helm they were wearing before they topped that faction member.

Secondly, I would like an explicit posting about this in the forums somewhere. I have played here a while, and I had no idea till a faction item disappeared in my inventory. It did come with a polite DM PM, but it was still a surprise.

Thirdly, and somewhat controversially, I would suggest that items that have an important secondary function be excluded from this rule. This is hard to say without spoilering, but here I go. There is a ring that belongs to *spoiler* faction, which tells the other little *spoilers* that something is amiss. Likewise for jewellery for the *spoilers, spoilers and associated spoilers*. There is a *spoiler* that *tele-spoilers* a *spoiler* safely back to *spoiler*. These items are just asking to be incorporated into plots and schemes. Rivals should be able to use these to make mayhem, just the same way that stealing faction keys is cool, so long as a DM knows, and you don’t loot their home base without a DM along.

There is two ways to do this. Firstly separate the nifty powers items from the secondary power. So an item that gives *spoiler* twice a day, and another item that gives the secondary use, like those listed above (*spoiler, spoiler or spoiler*). I can see this would annoy faction members, because then these extra items are filling up ring slots and so on. My second, considerably better idea, is tool-kit up a set of items that are the same as the faction gear, but without any of the naff one-a-day abilities or constant buffs, but still with the special function. That way if something as lame as "the items powers fade, co-incidentally the day after it changes hands" is used, the item can be replaced by the less powerful item that just does the secondary use. That way someone can carry one, without tilting the power balance of the game toward faction looters, but still gives the opportunity for fun and mayhem. Like using the *spoiler* to call for other *spoilers* to put in your cooking pot etc etc. This creates more opportunities for people who actually want to use the item for RP and general interactive (PvP or otherwise) purposes, but doesn’t overpower the psychopathic uniform-hunting assassin that I was going to app for.

Thanks for taking the time to read my typically bloated posting, I hope it was clear enough.

-Scrappa*spoiler*

1) Sounds good.

2) Said explicit notice of The Rule: Faction loot may lose most to all its powers if it's not recharged at the Faction HQ regularly (this is taken as a given if you are indeed a member of the faction). This means that people walking around with stolen Faction loot may find it is depleted.

3) I don't support changes to the above rule (that is, predetermined secondary powers that remain in all pieces of faction loot) although the DM most concerned with the faction loot ought to always have final say on it and allow certain loot to remain powered to any degree they wish after it is stolen. And yes, I do think some completely unpowered faction loot to replace your powered stolen loot would be helpful.

Faction Loot and many Faction Keys are IC'ly tied to the establishment of the particular faction, and are enchanted to degrade after a certain period of time (there may be exceptions to this for some factions). I don't think this is an absurd deus ex machina, it seems reasonable from an IC perspective to me. Part of this is because realistically if keys got stolen factions would be constantly changing the locks, but that's a huge pain for us to constantly do in the toolset. Likewise with "special power" stuff, there are NPCs that would be constantly reacting by changing the magical systems of things when things get lost, but it's so much easier for us to just say (and I do think is reasonable) that enchanted equipment can be made so that it degrades after a while if the proper "re-enchantment" spell or whatever is not used.

If there's a particular reason you want a key or to use/abuse a function of some faction device, you can certainly go out and get that key/equipment and do so with ample time, situations of Pcs having every key/bit of equip for every faction hoarded on their PC for months at a time is just silly and confusing for the Dms though.

I definitely agree with the second suggestion. This post is the first I or phoenx ever knew of the faction items rule.

For the record, the unique loot DMs give me for good roleplaying and being proactive is far better than the Faction gear. Far far better.