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Gamma
Gamma
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Joined : 2016-02-15
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Faction Rules Empty Faction Rules

Mon Oct 14, 2024 3:28 am
Faction Rules USdy3qe
FACTIONS

Factions are a valuable tool for connecting characters by giving common ground that allows them to develop together, as well as being an avenue for smoother integration with ongoing site plots as they enjoy the benefits of having more established characters, or greater assets and resources, from who they are connected to.

The aim of this page is to provide insight into the different types of factions on the site, factors to consider with factions, and finally the creation of them.

TYPES OF FACTIONS

FAMILIES
Factions which are connected through blood, marriage, or adoption. In the grand scope of the site, families are small scale and focused on the individual characters that are connected to the family. The characters might possess a goal that connects the family but they are just as likely to be people that have their own motivations as well.
Some examples from canon could include the aristocracy of Soul Society, the Ishida family, the Shiba clan, etc.
GROUPS
Factions which have very little established position. They are distinguished from larger organisations due to the smaller scale and generally are reliant on the individuals that make them up as opposed to all operating under a larger umbrella that would be expected from an organisation. They come in many shapes and forms and can even exist under the umbrella of an organisation itself.
Some examples from canon could include Ichigo's group, the fraccion of an Espada, the Bambis of the Vandenreich, Xcution, and Urahara's Shop.
ORGANISATIONS
Factions which are large and established compared to groups. They often exist as entities regardless of the people involved. Typically an organisation will have an objective that the leader directs the faction towards and there will be a structured hierarchy to it. It can take different forms whether that is a corporation, a military organisation, or an institution of some kind.
Some examples from canon could include the Gotei Thirteen, the Vandenreich, and the Espada.
NATIONS
In the changed and everchanging landscape of the setting, countries rise and fall, and new nations are in their place. Nations are the largest in scope and often too large to be properly encompassed due to a nation being able to encompass multiple groups, organisations, and territories.
Some examples from canon could include Soul Society, Barragan's Kingdom in Hueco Mundo, and Yhwach's Empire of Light.
FACTORS FOR FACTIONS

SCALE The scale of a faction plays a part in the amount of resources, influence, and manpower within the faction and what it can present on the site's setting. On the other hand of that though the larger scale something becomes the less it becomes tied to individual characters.

» Factions for characters vs. Characters for factions.
A factor considered when scaling a faction's position is the distinction above. A faction for characters refers to creating a faction with no presence on the setting besides benefitting your own character. As opposed to the opposite which refers to a faction that exists to draw in characters from different sources. More weight is placed on the latter.
Level 1 The scale of the faction is small. Encompassing families and groups, small organisations may also be included in this level. Factions of this level can involve multiple characters or be for a single character.

Level 2 The scale of the faction is large enough to encompass large families (i.e. noble families with multiple branches), groups of highly specialised individuals, and large organisations. Factions of this level must involve multiple characters.

Level 3 The scale of the faction is the highest of the site, they encompass large organisations that operate on the global stage with ease, and nations on the site's setting. Factions of this level must involve multiple characters and be receptive to new characters.
RESOURCES
The amount of resources that a faction can possess is determined by a few factors beyond economic wealth. While high amounts of wealth can help, resources primarily encompasses how well-equipped the faction is which can encompass anything from equipment, infrastructure, and means.
Level 1 The faction can sustain itself but no more. Groups and families may function independently. However, small organisations are more likely to require benefactors and receive backing from something of greater scale be it a larger organisation, nation, or wealthy individual.

Level 2 The faction can sustain itself and possess enough resources or infrastructure to put towards supplementary uses such as provide specialised equipment for members, build infrastructure, or sustain economy growth.

Level 3 The faction can sustain itself and possess enough resources or infrastructure that they can likely support multiple subsidiaries, branches, or both.
INFLUENCE
The influence of a faction is roughly measuring their ability to exert their awareness and presence in affairs that are domestic and international. The higher that a faction possesses in this factor, the more reasonable it is for a faction to respond sooner than those without reliable influence.
Level 1 The family, group, organisation, or nation does not possess much influence. It is unlikely that they can maintain awareness or control of their own territories, let alone stay ahead of the curve with knowing global events before the news.

Level 2 The group, organisation, or nation is on the scale that they can have a strong influence in their own territories. Giving them a reliable response and awareness of events in domestic territories they occupy. They may extend to the global stage but it is unreliable influence.

Level 3 The organisation or nation is of such a scale that they can reliably operate on the global stage, granting them a strong network of influence that can be leveraged to maintain awareness of global events and not just domestic ones.
TERRITORY
Land is a very powerful asset to possess. Depending on the scale of the faction it's reasonable for some factions to possess locations such as headquarters or in the case of even larger nations, a board to represent their territories and capital city.
Level 1 The family, group, or organisation is of a scale where they possess a presence but they are not established enough to warrant an IC board that represents headquarters or territory they control such as a single building or land in the middle of nowhere.

Level 2 The group or organisation is of a scale that is large enough to warrant an IC board which may encompass their headquarters only.

Level 3 The organisation or nation is of a scale that is large enough to warrant an IC board which will summarise the territories that fall under their banner and a second board within it for their capital city.
HOW TO MAKE FACTIONS

What are rules to making a faction? There is very little regulation about making factions on the site until reaching into the scale of organisations and nations. Until that point, nothing prevents two or more characters getting together with common interests and deciding to work together - forming a group in the process. It is when the aim is to increase the scale to an organisation where expectations come into play.

An organisation should have a clear objectives. A family needs only be connected by ties, a group needs only the people involved, and a nation is too large a scale for every individual to be expected to have those objectives unless they are involved in the running of it.

Who are responsible for factions? The creator of the family or the head of the family is responsible for a family. The leader or creator of the group is responsible. The leader of the organisation is responsible. The leader of the nation is responsible.

The staff team are not responsible for the running, promoting, or providing material for a faction. In the absence of a leader the staff team will take one of two pathways. If the faction has a strong site presence the faction may be supported until a replacement is found, if there is no site presence for the faction the staff team will take measures to utilise it in a capacity that creates a premise for the site's setting.

How are factors assigned? The faction is submitted and presents the situation around the faction. Staff then assign scale and levels appropriate to the faction with its factors. In the event of its situation changing, the faction may see its factors altered to reflect a change of position in the site's setting. All unsubmitted factions are considered level 1 by default.

What point should a group have a thread in the faction board? A faction should be published if it meets any of the following criteria.
(1.) A group affects the site setting in a manner that garners them a reputation.
(2.) An organisation that is open for other members to join.
(3.) A group is actively recruiting members to join.
(4.) The faction is level 2 or higher in scale.
(5.) The faction is a nation*.
(5a.) A nation does not require a comprehensive essay on every facet of the nation but will require at least one faction that belongs to the nation to be represented.

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