Thursday, October 29, 2026

Factions for Spacer and other Sci-fi RPGS

screenshot from Outland, 1981

For me, factions are a core component of any good RPG campaign. Players need to know the power struggles at play so they can navigate (or disrupt) the structure of power within a location. With Spacer, i've been working on a variety of generation methods for making dynamic or interesting factions. many of them felt too overbuilt or specific. I finally ended on the following to not only make a faction, but their motives, goals, behavior, etc. 

I also included an general Sci-fi ideology generator for miscellaneous NPCs a player might encounter in a starport bar that wont stop talking to them, or a weird passenger the players take a board their ship. That generator can be used for very basic, descriptive label for an NPC's political stance or even as a more quick-and-loose faction creation if desired.

The following two generations might end up in print in the upcoming Spacing Solo or as a zine article down the road since I didn't have it ready for the official Spacer release.

Spacer Factions Creation

How Many Factions?: All locations will have factions with different motivations. When determining now many factions are discovered, determine the location the spacers are interacting with. 

  • Local: Starport/base/asteroid or small settlement, 2 factions

  • Regional: Colony or large Settlement, roll D3+1

  • National: Planetside nation, 1D+2

  • System: Planet and Star System, Roll 2D3

  • Subsectorial: The local subsector; roll 2D

  • Sectorial: roll 3D

The location of a faction will be limited to the area they are discovered in, plus have a presence in any location one step down using the above descriptors as a reference. 

  • For example; System-spanning factions would also be known to other factions that are found on a national level.

Regardless of the amount of factions, one will always have the most influence and one will always be at odds with the biggest one.


Faction Generation Table: Use the following table to help construct a faction by rolling 2D on each column. The referee is expected to determine the results of each column roll and then piece it together in a way that fits their narrative. The following are the descriptors of each column:

  • Group: Who the faction is organized by or is made up of.

  • Motive: The Motivation behind the Faction’s formation and behavior

  • Focus: The topic that the faction is most driven by

  • Attitude: How the faction behaves when engaging with non-members.

  • Action: How the faction acts when sharing their perspective or faced with opposition

  • Goals: The ideal end result of the faction’s drive.

The terms are designed to be neutral to allow flexibility in any direction for the referee. 

  • For example, if the referee rolls “corporation” on the Group column and then “suppress” on the Motive column, it can be interpreted as either the corporation is seeking to suppress another group OR feels they are being suppressed by another faction.

Roll 2D on each column to develop a faction

2D

Group

Motive

Focus

Attitude

Action

Goal

2

Outsiders*

Support

Survival

Desperate

Martyrdom

Dominance

3

Alien / Culture Minority

Suppress

Environmental threat or concern

Protective

Petty Crimes / Vandalism

Cultural / Social Control

4

Criminal

Maintain

Cultural Hierarchy

Exclusive

Propaganda

Economic Control

5

Scientists

Support

Resource availability

Tolerant

Advocacy

Political Control

6

Laborers

Suppress

Economic Trajectory

Inclusive

Open Discourse

Enforcement of Motive

7

Civilian

Maintain

Political Climate

Open-minded

Organizing

voluntas populi

8

Merchant

Support

Cultural influence

Combative

Direct Action

Political reform

9

Corporation

Supress

Technological advancement / manufacturing

Oppressive

Intimidation

Economic reform

10

Military

Maintain

Another Group (roll 2D in group column)

Militant

Isolated Violence

Cultural/ Social  Reform

11

Noble/ Bureaucrat

Support

Expansionist / Isolationist stance

Intolerant

Subversive Actions

Justice / Revenge

12

Religious

Suppress

Spiritual influence

Violent

Open Warfare / Terrorism

Elimination / Removal

*Outsiders: 1) Spacers, 2) Psions, 3) Non-Citizens (1] Drifters, 2] Refugees/prisoners, 3] Robots)


Faction Size: use the following table to determine the amount of influence a faction has.

  • Local or Regional faction: -1DM

  • Sub-sectorial or Sectorial faction: +2DM

  • Outsider, Alien/Minority Culture, or Religious Factions: incur -2DM

  • Corporate, Military, or Noble Factions: gain +2DM

2D

Faction Size

Political Example

Visibility

1 or less

Fringe

Idealists, Conspiracy Theorists

Nearly non-existent, rumoured

2-3

fledgling

Protestors, activists

Very Rare

4-5

Underground

Resistance Group

Obscure

6-9

Minor

Third party political faction

Uncommon

10-11

Primary

Popular Political Party

Common

12

Major

Single Party dominance

Dominant

13+

Puppet

External factions dictates their behavior

Dominant, but clearly under influence


Connections and Association: Use this table to determine the faction’s financiers, lobbyists, or beneficiaries that maintain the faction.

  • Association: This is the primary association the faction has that supports the faction’s goals.

  • Amount of Influence: This represents the association’s amount of impact it has on the operations of the faction.

  • Strength of Connection: This represents how strong the bond is between the associates and the faction.

Roll 2D on each column;

2D

Association

Amount of Influence

Strength of the connection

2-3

Criminal Group

minimal

About to shatter

4-6

Economic group

minor

Wavering

7-9

Social group

split

Medium

10-11

Political group

major

Strong

12

Religious group

most

Very Strong



Sci-fi Ideology Generation: The following can be used to develop an ideological drive for a faction or as a quick faction creator if one is needed on the fly.  Roll d66 once on each of the tables to develop an ideology that drives a faction. If a combination doesn’t inspire you or make sense, please feel free to roll again.


Variant Table: Roll D66

d66

1

2

3

4

5

6

1

Techno 

Ethno

Hyper

Neo 

Inter

Macro

2

Crypto

Anarcho

Ultra

Multi 

Geo

Cross

3

Radical

Bio

Pro

Counter

Astro

Meta

4

Xeno

Phylo

Anti

Cyber

Quasi

Socio

5

Eco

Zoo

Para

Pan

Pseudo

Neo

6

Cosmo

Extra

Sub

Micro

Ideo

Contra



Ideology table: Roll D66 and apply it to the prefix

d66

1

2

3

4

5

6

1

Ecclesiasticist

Terrorist

Progressives

Unionist

Pacifist

Communist

2

Autocratist

Revisionists

Humanists

Segregationist

Survivalist

Socialist

3

Republicanist

Revivalists

Industrialists

Populist

Liberationist

Syndialist

4

Religist

Centrists

Intelligencia

Utopianist

Accelerationist

Capitalist

5

Spiritualists

Revolutionist

Futurist

Colonialists

Nihilist

Nationalist

6

Sovereignists

Traditionalist

Primitivist

Imperialists

Militarist

Fascist


Example: The referee rolls a 21 on the prefix table (crypto) and a 14 on the suffix table (Unionist) creating Crypto-unionist.

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