I am co-organizer of a yearly fantasy LARP. Over the last five years we have built up a story and setting, which came to a cataclysmic end this year. We all decided that this story arc is done for, and that it's time for something new.
Therefore, for our next event we plan to reboot: we'll have a time and location break in our setting, with new factions, motivations, conflicts, etc.
What are the main considerations and requirements we need to think of when designing new player factions for our upcoming setting?
From the top of my head there seem to be a lot of requirements and considerations, some rather obvious, some conflicting with each other... As this will probably be the basis for our story development over the next years, we'd like to get it right from the start (or as right as possible).
- If factions are similar to each other (say, in terms of the available characters/roles/classes/whateveryouwannacallit) that makes balancing factions against each other more easy for us.
--> E.g. if one faction has all the mages and the other all the warriors it's not gonna work out great.
- Factions which differ strongly from each other might make it easier for players to pick 'their' faction and to identify with it.
--> E.g. if three factions are virtually the same but with different color flags/outfits that will probably make for a fairly boring setup.
- Our LARP is set in a high-fantasy medieval-like world.
- We're on the more combat-heavy end of the European LARP scene, i.e. contact fighting with foam weapons, etc. and its based mostly on DKWDDK (some magicks being an exception).
- There has always been a strong focus on PvP historically, although there are NPC factions (this question is not about designing these though).