What is the point of the PCs being awarded titles?

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I'm reading through the Lost Mine of Phandelver adventure, and the side quests that can be had from some of the people in town. After finishing those quests, the characters can be approached by the NPC, and if the characters share viewpoints with the quest giver, the NPC can award the character a title.



For example, Daran Edermath, of the Order of the Gauntlet, can give a character showing honor and vigilance the title of Chevall. Halia Thornton, of the Zhentarim, can give a character showing a desire for wealth and power the title of Fang.



What is the point of these titles? I'm wondering about these titles in this adventure specifically, but an answer about titles in general is also welcome.










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    I'm reading through the Lost Mine of Phandelver adventure, and the side quests that can be had from some of the people in town. After finishing those quests, the characters can be approached by the NPC, and if the characters share viewpoints with the quest giver, the NPC can award the character a title.



    For example, Daran Edermath, of the Order of the Gauntlet, can give a character showing honor and vigilance the title of Chevall. Halia Thornton, of the Zhentarim, can give a character showing a desire for wealth and power the title of Fang.



    What is the point of these titles? I'm wondering about these titles in this adventure specifically, but an answer about titles in general is also welcome.










    share|improve this question









    New contributor




    CDspace is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.





















      up vote
      7
      down vote

      favorite









      up vote
      7
      down vote

      favorite











      I'm reading through the Lost Mine of Phandelver adventure, and the side quests that can be had from some of the people in town. After finishing those quests, the characters can be approached by the NPC, and if the characters share viewpoints with the quest giver, the NPC can award the character a title.



      For example, Daran Edermath, of the Order of the Gauntlet, can give a character showing honor and vigilance the title of Chevall. Halia Thornton, of the Zhentarim, can give a character showing a desire for wealth and power the title of Fang.



      What is the point of these titles? I'm wondering about these titles in this adventure specifically, but an answer about titles in general is also welcome.










      share|improve this question









      New contributor




      CDspace is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      I'm reading through the Lost Mine of Phandelver adventure, and the side quests that can be had from some of the people in town. After finishing those quests, the characters can be approached by the NPC, and if the characters share viewpoints with the quest giver, the NPC can award the character a title.



      For example, Daran Edermath, of the Order of the Gauntlet, can give a character showing honor and vigilance the title of Chevall. Halia Thornton, of the Zhentarim, can give a character showing a desire for wealth and power the title of Fang.



      What is the point of these titles? I'm wondering about these titles in this adventure specifically, but an answer about titles in general is also welcome.







      dnd-5e published-adventures lost-mine-of-phandelver factions






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      edited 48 mins ago









      V2Blast

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          There is no specific purpose, for now



          However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:




          As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.







          share|improve this answer



























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            There's no inherent point - so it's up to you as DM



            The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.



            As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.



            AL handles them in a unique way



            In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.



            However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:




            We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just weren’t hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were “tacked on” to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.



            [...]



            So what does this mean for characters that already have a faction? Well, it’s pretty easy:



            • you can leave your faction (normal rules apply)

            • you can stay in your faction by exchanging your current background
              feature with Safe Haven, the feature used by the Faction Agent
              background (from Sword Coast Adventurer’s Guide). You may do this
              regardless of your level, just as how your alignment might change as
              your story progresses.

            • factions will no longer be providing magic items, nor will the mentor
              functions exist

            • we have a replacement system that is undergoing additional review to
              replace those functions – and more!

            • remember that characters with a lawful evil alignment are required to
              be members of either the Zhentarim or the Lords’ Alliance, and
              Adventurers League play does not allow neutral evil or chaotic evil
              alignments in play



            I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).






            share|improve this answer




















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              2 Answers
              2






              active

              oldest

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              2 Answers
              2






              active

              oldest

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              active

              oldest

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              active

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              up vote
              2
              down vote













              There is no specific purpose, for now



              However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:




              As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.







              share|improve this answer
























                up vote
                2
                down vote













                There is no specific purpose, for now



                However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:




                As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.







                share|improve this answer






















                  up vote
                  2
                  down vote










                  up vote
                  2
                  down vote









                  There is no specific purpose, for now



                  However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:




                  As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.







                  share|improve this answer












                  There is no specific purpose, for now



                  However, the Lost Mine of Phandelver adventure could be the beginning of a larger campaign. A player's character can have a useful contact in the respective faction. See the "Faction Agent" background in the Sword Coast Adventurer's Guide for a practical example:




                  As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.








                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 48 mins ago









                  enkryptor

                  22.3k976188




                  22.3k976188






















                      up vote
                      0
                      down vote













                      There's no inherent point - so it's up to you as DM



                      The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.



                      As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.



                      AL handles them in a unique way



                      In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.



                      However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:




                      We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just weren’t hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were “tacked on” to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.



                      [...]



                      So what does this mean for characters that already have a faction? Well, it’s pretty easy:



                      • you can leave your faction (normal rules apply)

                      • you can stay in your faction by exchanging your current background
                        feature with Safe Haven, the feature used by the Faction Agent
                        background (from Sword Coast Adventurer’s Guide). You may do this
                        regardless of your level, just as how your alignment might change as
                        your story progresses.

                      • factions will no longer be providing magic items, nor will the mentor
                        functions exist

                      • we have a replacement system that is undergoing additional review to
                        replace those functions – and more!

                      • remember that characters with a lawful evil alignment are required to
                        be members of either the Zhentarim or the Lords’ Alliance, and
                        Adventurers League play does not allow neutral evil or chaotic evil
                        alignments in play



                      I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).






                      share|improve this answer
























                        up vote
                        0
                        down vote













                        There's no inherent point - so it's up to you as DM



                        The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.



                        As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.



                        AL handles them in a unique way



                        In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.



                        However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:




                        We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just weren’t hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were “tacked on” to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.



                        [...]



                        So what does this mean for characters that already have a faction? Well, it’s pretty easy:



                        • you can leave your faction (normal rules apply)

                        • you can stay in your faction by exchanging your current background
                          feature with Safe Haven, the feature used by the Faction Agent
                          background (from Sword Coast Adventurer’s Guide). You may do this
                          regardless of your level, just as how your alignment might change as
                          your story progresses.

                        • factions will no longer be providing magic items, nor will the mentor
                          functions exist

                        • we have a replacement system that is undergoing additional review to
                          replace those functions – and more!

                        • remember that characters with a lawful evil alignment are required to
                          be members of either the Zhentarim or the Lords’ Alliance, and
                          Adventurers League play does not allow neutral evil or chaotic evil
                          alignments in play



                        I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).






                        share|improve this answer






















                          up vote
                          0
                          down vote










                          up vote
                          0
                          down vote









                          There's no inherent point - so it's up to you as DM



                          The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.



                          As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.



                          AL handles them in a unique way



                          In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.



                          However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:




                          We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just weren’t hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were “tacked on” to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.



                          [...]



                          So what does this mean for characters that already have a faction? Well, it’s pretty easy:



                          • you can leave your faction (normal rules apply)

                          • you can stay in your faction by exchanging your current background
                            feature with Safe Haven, the feature used by the Faction Agent
                            background (from Sword Coast Adventurer’s Guide). You may do this
                            regardless of your level, just as how your alignment might change as
                            your story progresses.

                          • factions will no longer be providing magic items, nor will the mentor
                            functions exist

                          • we have a replacement system that is undergoing additional review to
                            replace those functions – and more!

                          • remember that characters with a lawful evil alignment are required to
                            be members of either the Zhentarim or the Lords’ Alliance, and
                            Adventurers League play does not allow neutral evil or chaotic evil
                            alignments in play



                          I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).






                          share|improve this answer












                          There's no inherent point - so it's up to you as DM



                          The party members are given the opportunity to join a faction as part of the adventure, as you point out. However, there are no story implications for joining these factions as part of the adventure.



                          As such, any consequences of joining a faction are entirely up to you (as DM), and whether you want to continue adventuring in the same world with the same characters after you complete the campaign. If you do, of course, you can have their faction membership provide them with some benefits, or plot hooks/missions that tie in to your next adventure.



                          AL handles them in a unique way



                          In addition, faction membership has more relevance in Adventurers League organized play, where players take the same character through several different adventures. This article summarizes the way faction membership originally worked in AL.



                          However, it seems like AL's faction rules have changed for the season 8 storyline, and now only allow characters to stay in a faction if they swap their existing background feature for the Faction Agent's "Safe Haven" background feature. Their reasoning and changes are summarized here:




                          We wanted to use them in a support capacity in our Adventurers League games but after 7 seasons we found that they just weren’t hitting the guided narrative tones that we wanted to hit. Their inclusion, while superficially an attractive option, was leading to weak story decisions and more often than not we felt that the faction missions and motivations were “tacked on” to the adventures. This takes away from the scope of the stories that we want to share, and nobody wants a subpar story.



                          [...]



                          So what does this mean for characters that already have a faction? Well, it’s pretty easy:



                          • you can leave your faction (normal rules apply)

                          • you can stay in your faction by exchanging your current background
                            feature with Safe Haven, the feature used by the Faction Agent
                            background (from Sword Coast Adventurer’s Guide). You may do this
                            regardless of your level, just as how your alignment might change as
                            your story progresses.

                          • factions will no longer be providing magic items, nor will the mentor
                            functions exist

                          • we have a replacement system that is undergoing additional review to
                            replace those functions – and more!

                          • remember that characters with a lawful evil alignment are required to
                            be members of either the Zhentarim or the Lords’ Alliance, and
                            Adventurers League play does not allow neutral evil or chaotic evil
                            alignments in play



                          I haven't personally played AL, so I don't know all the details. Even if you don't play AL, you can model your own handling of factions after their faction system (their old one or the upcoming one).







                          share|improve this answer












                          share|improve this answer



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                          answered 26 mins ago









                          V2Blast

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