Faction Conflicts
- Template
- System
- Status
- Canon
1. Summary
Human factions and hostile creatures are not designed exclusively around the protagonist. They exist as independent participants in the game world.
2. Rules
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2.1 Independent Participants
- Brazilian soldiers may engage hostile creatures.
- Hostile creatures may attack military patrols.
- Armed Indigenous groups may confront military personnel.
The protagonist may become involved in these events directly or encounter their aftermath.
2.2 Example — Creature Pursuit into a Military Checkpoint
The player is fleeing through the forest while pursued by a hostile experimental creature.
He reaches a checkpoint occupied by Brazilian soldiers.
Initially, the soldiers identify the player as an unauthorized intruder.
However, the approaching creature quickly changes the situation.
Soldier: "Que porra é essa?!"
Another soldier: "ATIRA! ATIRA NESSA DESGRAÇA!"
Third soldier: "RECUA! RECUA! ESSA PORRA NÃO MORRE!"
The soldiers redirect their attention toward the more immediate threat.
Some attempt to defend the checkpoint.
Others seek cover or retreat.
The player may use the confusion to escape, help fight the creature, or remain nearby until the confrontation ends.
The outcome is not necessarily scripted.
The soldiers may kill the creature.
The creature may kill or scatter the soldiers.
The player may be caught in the crossfire.
Military vehicles and nearby infrastructure may be damaged during the encounter.
2.3 Threat Evaluation
Military NPCs evaluate threats based on their immediate circumstances.
A creature actively attacking soldiers may temporarily become a higher priority than the player.
However, this does not automatically make the player an ally.
Once the immediate danger ends, surviving soldiers may resume questioning, pursuing, or attempting to detain him.
Similar principles apply to other factions and hostile entities.
2.4 Indigenous and Military Encounters
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2.4.1 Encounters With Brazilian Soldiers
Brazilian military personnel and the Indigenous Faction recognize one another as hostile groups because of the historical conflict surrounding the Skull Helmet.
However, constant fighting is not the default state.
Both sides ordinarily avoid unnecessary confrontation.
When their routes intersect, outcomes depend on circumstances.
A Brazilian soldier walking alone through the forest may be unexpectedly struck by an arrow.
Another encounter may result in soldiers detecting Indigenous individuals and opening fire.
A larger military patrol may force an Indigenous group to withdraw.
No fixed encounter outcome is required.
See: Factions › Indigenous Community. See: Enemies › Indigenous Combatant.
2.4.2 Unscripted World Events
Interactions should emerge naturally when independently operating simulation systems intersect.
Edmund may witness:
- An Indigenous hunting group encountering soldiers.
- A military patrol pursuing retreating tribal members.
- A sudden ambush.
- A wounded combatant escaping into vegetation.
- Soldiers investigating signs of recent Indigenous activity.
- An abandoned camp following a nearby confrontation.
These encounters should not require Edmund to participate.
Their outcomes persist according to the game's established world-state rules.
3. Player Feedback
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4. Interactions
- Military alerts and the treatment of the player as an intruder. See: Systems › Military Threat Levels
- Brazilian soldiers. See: Enemies › Brazilian Soldier
- Hostile creatures on the surface. See: Enemies
- Armed Indigenous groups. See: Factions › Indigenous Community
5. Persistence
Which consequences of faction encounters remain part of the persistent world state: See: Systems › Persistent Consequences
6. Design Principles
The objective is to create a world in which unexpected confrontations arise naturally from interactions among different systems.
7. Open Questions
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