Fallout: New Vegas implements an interesting faction system where most of the NPCs the player encounters belong to one of many organizations spread throughout the Mojave wasteland. Over time the player develops reputations with the various factions: allying with some, combating others. Which factions the player supports and which he or she fights has a major impact on the unfolding of the game.
This faction system adds great depth and complexity to Fallout’s sandbox world. It is worth replicating when world-building. Let’s examine it to see if we can derive any guidelines.

Fallout: New Vegas Factions
There is variation in the strength and importance of the various factions. The groups maintain a web of relationships among themselves: some are bitter enemies; others are unaware of each other’s existence. First, there are three major factions struggling for supremacy in the Mojave wasteland.
- The New California Republic is an expansionist, democratic nation-state that has sent their army into the Mojave desert. The NCR’s soldiers maintain order, serving as a police when necessary, but also fight against any major forces that oppose their expansion.
- Caesar’s Legion is an aggressive, tyrannical horde from the east that plans on invading and conquering the Mojave wasteland.
- Robert House is a shadowy former tech company CEO who survived the nuclear apocalypse and controls New Vegas through a small army of robots. More interested in technological progress than politics, Mr. House plans on setting himself up as an autocrat to build a technologically advanced civilization.
The NCR and Caesar’s Legion are locked in a brutal war for the Mojave desert while Mr. House is manipulating events behind the scenes to expand his own power. This is the primary conflict in Fallout: New Vegas and the main plot-line hinges on which side the player takes in this three-way power struggle.
There are also numerous minor but powerful factions that will support one of the big players if the player develops the proper relationships. The Boomers are an isolationist tribe armed with heavy ordnance. The Brotherhood of Steel is a militant, religious order that seeks to gather and preserve prewar technology. They live in hiding after a defeat by the NCR. The Followers of the Apocalypse are a humanitarian organization of doctors and scientists that strive to reintroduce education and learning into the world. They are tolerated by the NCR but relations between the two factions are cool as the Followers assist everyone including the NCR’s enemies. The Great Khans are a former raiding tribe that were nearly destroyed by the NCR. They are considering joining Caesar’s Legion to enact revenge. The Enclave is a racist, military organization that claims to be the true United States government. They were defeated in a previous game and only remnants of their force now survive.
Additionally, there are many small factions scattered throughout the world. The Mojave wasteland is filled with various raiding tribal gangs include the Fiends, Jackals, Vipers, and Scorpions. There are numerous settlements–Goodsprings, Freeside, Novac–with each town counting as a faction. There are also several powerful gangs: the Kings operate in Freeside; the Powder Gangers are escaped inmates from a NCR prison; each casino in New Vegas is run by a different gang, including the cannibalistic White Glove Society. Finally, there are trading companies like the Crimson Caravan and the Gun Runners.
Creating Factions for a RPG Sandbox
Using Fallout: New Vegas as a model, what guidelines can we derive to fill our sandbox world with factions?
1. Make each settlement a faction
Every town and village in Fallout: New Vegas is a faction all its own. This mechanic ensures that each settlement maintains a separate reputation score for the player. Saving a village from goblins makes the adventurers idolized in this village but no one has heard of them in the next town over.
2. Divide a single group into factions to add flavor and conflict
The Mojave desert isn’t plagued by generic “raiders” but by Fiends and Jackals, Vipers and Scorpions, Powder Gangers and Great Khans. This not only adds atmosphere and flavor but also creates the opportunity for conflict between the various raider factions. If the mountains are overrun with orcs, split them into tribes and give them slightly different armor and weapon preferences to make them distinctive. Perhaps two of the orc tribes don’t get along?
3. Vary the formats of the organizations
The factions in Fallout: New Vegas represent many different types of organizations. There are gangs, armies, humanitarian groups, townships, trading houses, social societies, and religious cults. In any sandbox, there should be a good mix of types. Wizardry circles, adventuring companies, and thieves guilds could appear in a fantasy sandbox.
4. Create world-spanning organizations to knit the world together
Neither the humanitarian Followers of the Apocalypse nor the Crimson Caravan traders are powerful players in the Mojave wasteland but their reappearance here and there helps flesh out the fabric of the sandbox. Their presence creates a sense of continuation between the various settlements. Imagine a temple that sends clerics out to heal the ills of the world. Members of the temple could be encountered over and over. Perhaps the thieves guild of a major city maintains “branch offices” is some of the smaller towns?
5. Hide some of them
Most believe the The Brotherhood of Steel was wiped out after their battle with the NCR. Their continuing presence is only suspected by a few. Whether as secret societies living among everyday folk or as small forces hiding in remote or secret compounds, let some of the sandbox’s factions live in secrecy.
6. Develop a handful of big players engaged in a world-spanning conflict
The fate of the Mojave wasteland hinges on the struggles between the three major factions. In their respective areas of control the NCR, the Legion, and Mr. House wield tremendous power and influence. The player will encounter representatives of those factions, and his or her reputation with them impacts the entire game. If the player is vilified by any of those groups, it becomes difficult to travel in some regions of the sandbox. Major factions should have various strongholds scattered throughout the sandbox. Border areas between spheres of control are inherently interesting and exciting places.
7. Add a sense of history
Both the Enclave and the Brotherhood of Steel are the remains of once major armies, now defeated and weak. A few of the smaller factions should be the remnants of previous struggles. Are the fae rings in the Great Forest the last strongholds of a faerie people that once ruled the entire region? Are the outlaw bands hiding in the mountains the veterans of a failed rebellion twenty years ago?
8. Force the player to make choices and make enemies
The player must eventually choose a side in the struggle between the NCR, Mr. House, and the Legion. Allying with one of the factions makes you the enemy of the others. If two factions of wizards are waring for supremacy, the players can only support one. The other becomes an instant enemy.
9. Complicate the relationships between factions
In contrast to the last guideline not every relationship between factions must be antagonistic. The NCR looks askew at the Followers of Apocalypse since they are willing to assist the NCR’s enemies, but they still allow the Followers to operate in their territory. The Great Khans are considering an alliance with the Legion but worry about the loss of independence. Mr. House does not want to destroy the NCR but rather use them.
10. Let factions represent competing philosophies
The NCR is a democratic republic believing in personal freedom. Caesar’s Legion is a fascist, slave-owning society that outlaws moral “weaknesses” like drugs and alcohol which are commonly abused by NCR citizens. Mr. House is an opportunist, caring more about his goals than political ideology. The Followers of the Apocalypse work to recover scientific learning and reintroduce it to the world. The Brotherhood of Steel horde knowledge to protect it from misuse. By forcing the major factions to represent particular stances, the struggles in the world become part of a larger philosophical argument rather than just two gangs beating one another over the head for dominance. This works best if the sides are not simply good and evil but more complicated and nuanced.
For instance, in a fantasy RPG, a circle of wizards that seek knowledge and understanding can be opposed by a religious order that believes magic is too dangerous to practice. The religious order is fanatical and prejudiced but the wizards are arrogant and careless.