Moo Tang Clan: Two factions, two themes, two destinies

Friday, September 18, 2009

Two factions, two themes, two destinies

Setting: a border town, controlled by one faction, struggling to survive. A rebel faction is hiding out in the hills, skirmishing, scouting, waiting for the chance opportunity to take control of the border town.

In the town there would be available a number of quests, but since this is a settler outpost they would be geared around peaceful activities, and give rewards appropriately. You'd be sent out to the forest to gather firewood and chestnuts, delivering rations to guard posts, bring back reports from those guard posts, digging up ore in a mine, planting of crops and so on. Your rewards would be new mounts, fancy clothes, opportunities to learn new skills or recipes.

The rebels have no such luxury though. The rebel leaders would give rewards like magic tinctures that guard against detection, finely crafted weapons of war, special combat rations and so on. They'd want you to go raid a guard post, to intercept deliveries of guard post rations and reports, to gank the farmers in the fields and steal their crops.

If successful, the town folk become stronger in peaceful capabilities. They can mine faster and deeper, their crops are more bountiful, they learn to sing and dance and craft. The remote guardposts form into hamlets, then villages. The rebels meanwhile become stronger in hostile capabilities, become sneakier, hit harder, take less damage, negotiate dark deals with the wilder forces such as ogres and worse.

Eventually though the town defenses will fall to the rebels, and the factions switch sides. This story repeats across a dozen different border towns. The settlers flee one pillaged town to seek sanctuary in another, perhaps stronger, border town. Some rebels, their blood tainted with everburning anger and knowing they could never take up the settler's lot, will seek out some other border town to go harass.

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