The Last City 2 - Why Factions Make a Sandbox Come Alive

When I first started designing The Last City, I knew I wanted a sandbox where the story would move on its own. I didn’t want to push players from quest to quest or pretend their choices mattered when they didn’t. The idea was to create a world that kept breathing even when the players were somewhere else — and that’s where the factions came in.

I thought having friends and foes would help move the game and create conflict. Conflict is what moves a story, and in this case, it’s what moves the game. Factions make the world react. They give the players a reason to act and give the city a pulse even when the group is focused elsewhere. When factions clash, they create quests, diplomacy, shifting alliances, and unexpected opportunities. A city at war with itself doesn’t wait for heroes to decide what happens next — it happens on its own.

It’s not that you can’t run a campaign without factions, but in a sandbox like this one, they make everything more interesting. They create opportunities for tension, alliances, and consequences. Instead of having a single villain or goal, the players walk into a living ecosystem of groups with their own agendas, and every choice sends ripples through the rest of the setting.

For me, a faction isn’t just a group or ideology — it’s a piece of personality, morality, and chaos that helps the world evolve. A good faction has strong motivations, visible impact, and room for moral shades. Sometimes, I even adjust a faction’s morals based on how the party interacts with them. If the players seem to like them or share their values, that faction might lean toward being an ally. If not, maybe their darker side starts showing. Even something as simple as what species or classes are in the party can influence how a faction behaves.

For example, there’s a faction of cannibals composed of trolls, orcs, and ogres. If the party includes a half-orc or tends to sympathize with that culture, I might present them not as evil monsters who eat everyone, but as ritualistic cannibals — noble warriors who consume their fallen comrades to carry their spirits forward. Still dangerous, but in a way that feels honorable and even wholesome within their worldview. It all depends on how the players engage with them.

Another important thing is that the factions don’t revolve around the players all the time. They fight each other, make peace, or destroy one another as time passes in-game. When the players return to a part of the city, things might already have changed. Maybe a faction was wiped out while they were exploring somewhere else. Maybe a new alliance formed. This gives the world a sense of movement that doesn’t depend entirely on player action — and that’s crucial for a sandbox to feel real.

The most important part of factions is consequence. Not all consequences are bad; some are beneficial. If the players make friends with one faction, they might gain allies, resources, or protection. But by choosing those friends, they’re also choosing their enemies. That automatically gives structure to the campaign — freedom with direction. Players can go wherever they want, but the relationships they form shape what “freedom” really looks like.

I’ve seen this in action many times. In two campaigns, the players allied with the Ratfolk — once through diplomacy, and once because two PCs were Ratfolk themselves. But in another campaign, the Ratfolk became enemies, almost monstrous in the players’ eyes. In one run, they befriended a woman who abandoned her old faction after meeting them. In another, they allied with a faction of constructs to fight a stronger power — while in a later version, a different group wiped those same constructs out. The same starting point led to completely different stories. That’s the kind of variety you can only get when factions matter.

And yes, sometimes players completely surprise me — though at this point, I wouldn’t be shocked if they somehow managed to turn the big bad evil villain into a friend. The trick is, when one menace becomes an ally, another rises to take its place. That keeps the balance and tension alive.

Factions don’t make my prep easier, but they make the world more open. This isn’t the Lazy DM’s Guide — it’s the Freest Sandbox Possible guide. Factions don’t exist to save me work; they exist to give meaning to the players’ work. Still, you don’t need pages of lore to make it happen. As long as you know who the leaders are, what they want, and what they’re willing to do to get it, the rest can be improvised. The leaders reflect the morals and motivations of their faction, and that’s enough to keep the game moving.

Every time I run The Last City, the map ends up looking different. When the players ally with the Ratfolk, they become friendly neighbors who protect one flank of the district. If they choose the constructs, they gain an advantage over the enchanters. It’s all connected, and it feels natural — cause and effect rather than plot.

That’s the beauty of it. The setting feels different every time, which keeps it fresh even for me as the GM. I get to explore sides of NPCs that were ignored or killed in other runs, and that makes the world feel larger than any single campaign.

If I had to summarize my philosophy, I’d say this: factions are potential friends or foes that shape the course of the story and the feeling of the game. They’re the colors on the palette, and the players are the ones painting the picture. My job is just to set up the palette and watch what masterpiece — or disaster — they create.

Why Your Brain Loves Make-Believe



In a previous article, I talked about why roleplaying can feel like art therapy. This time, I want to lift the hood and explain what’s actually happening in your brain when you pretend to be a wizard.

Because the truth is simple and fascinating: when you roleplay, your brain doesn’t just observe the story—it joins it. It reacts as if the things happening at the table are happening to you. And this isn’t poetic exaggeration. It’s measurable. It’s neurological. It’s real.

Some of the most memorable experiences I’ve had as a Game Master are the emotional ones. When everyone at the table bursts into laughter at the same time, the moment doesn’t feel like something happening only in the fiction. It feels shared and real. The same thing happens in sad moments. When a character the group loves dies, the mood in the room shifts. People fall quiet, lean back, or sigh in a way that isn’t performative. It’s not simply acting; the emotion is genuine.

That happens because, neurologically, imagined emotions aren’t fully separate from real ones. One key player in this process is what’s known as the mirror neuron system. Mirror neurons are cells in the brain that fire both when we perform an action and when we see someone else perform it. They’re also involved when we imagine actions or emotions. When someone laughs, winces, or expresses sadness, these neurons respond as if we were experiencing the feeling ourselves. In a tabletop game, the group’s emotional reactions reinforce each other through this system, making the emotions feel authentic and shared.

Imagination itself is powered by a network of brain regions called the default mode network. This network activates when we daydream, remember past experiences, imagine future events, or construct fictional scenarios. It’s not just “thinking about” a story from the outside. It runs a mental simulation. Brain imaging studies show that imagining a situation recruits many of the same regions that are active during real-life experiences. When your character walks into danger, your brain engages the same systems it would use to anticipate and react to real danger. The fictional and the emotional overlap in the neural architecture itself.

Another important part of this process involves the limbic system—the emotional core of the brain. This system, which includes structures like the amygdala and hippocampus, responds to emotional significance, not to whether something is technically “real.” When something important happens in the story, whether it’s a loss or a big victory, the limbic system reacts. It can trigger changes in heart rate, muscle tension, and emotional arousal. It also helps encode the event in memory. This is why people can vividly recall critical moments in a campaign years later. Those memories aren’t superficial; they’re stored through the same mechanisms the brain uses for real experiences.

This is one of the major differences between watching a story and living it. Films and books can create strong emotions too, but they’re usually experienced passively. In a tabletop game, players participate in shaping the story. Their decisions matter. The brain tends to encode participatory events more deeply than passive ones. Because players help build the story, it becomes personal. And when that story is shared with others, the resulting emotional reactions create a sense of collective experience. The brain remembers those sessions not as simple entertainment, but as shared events.

Imagination also serves as a form of cognitive exercise. Engaging in shared storytelling activates multiple systems at once: memory recall, future simulation, perspective-taking, language, and emotional processing. Research on creative cognition shows that imagination strengthens neural flexibility and connectivity, helping people think more adaptively and empathetically. These processes involve interactions between the default mode network, the executive control network, and the salience network—systems responsible for imagination, decision-making, and emotional significance. When you play, your brain is doing complex, coordinated work. It’s not “just pretending.”

This matters because roleplaying games are often dismissed as escapism, as if escaping were something trivial. But the brain doesn’t treat them that way. When you sit around a table with friends and imagine together, multiple systems in your brain are engaged: mirror neurons fire in response to others, the default mode network simulates the story, the limbic system processes the emotion, and other networks manage decision-making and attention.

What results is not just a game but a meaningful neurological event: a shared, imagined experience that the brain processes as emotionally real. This is why the laughter feels genuine, why the silence after a character’s death feels heavy, and why old campaigns linger in memory. Imagination isn’t a lesser form of reality. It’s one of the oldest and most powerful ways the human brain makes sense of the world.