Also, with the purpose, do not make it a purpose that is unpopular, or overall rubs the nerves of people. The otter groups' 'purpose' was basically sex, and we saw what happened to them. died out fast, and anyone who caught on to what was REALLY happening with the tribe came to have a distaste for them, or saw them as convenient sex objects. this will not sit well with many players. And won't sit well with any players I, personally, respect.
I would disagree with this one. It can be a good, stable faction that has an unpopular purpose, *if* there are good, dedicated players. You might want to remember that what *you* think of as an unpopular purpose, might be quite well liked by others, and/or provide some fun and interesting dramatic role play.
There is nothing wrong with a faction that is free-wheeling, free-love, all sex all the time, but sex, on its own, is rarely purpose enough to keep your dedicated players for long.
The Temple, for instance, is open-minded about sex and love and sharing partners, even encouraging the odd orgy here and there, but it is only one part of what they are about. They have a complicated purpose, with many facets, and yes, many flaws, many of which were part of the original design. A good faction, with interlacing, complicated and intriuging plotlines, needs to have flaws, just like good characters.
The same things that make for good and interesting characters, make for good and interesting factions, whether or not the faction has a popular purpose. Just remember, if you have an annoying, or unpopular faction purpose or major plot, talk to the ECs oocly, be honest about the purpose's potential for conflict and then don't get too upset if the ic response to your demon slaver who kidnaps fawn to induct her into the rock and roll hall of fame, gets your faction/group in IC trouble.
Honestly, there was nothing at all wrong with the otter tribe growing into and then fading out as a faction, that should happen too. And there is nothing wrong with having many small factions that end up playing off each other and causing conflict with the larger ones.
Hell, some of us have an undersea "faction" we fool around with, because it's fun and we liked the idea of a political refugee intrigue plotline. It's not one that has grown into a major faction, and it may not, but that doesn't stop us from having fun playing with it.
Sometimes I think we all get too worried about the ranking of factions. Get together a group that wants to work out a plot line, double check issues with the EC's and maybe come talk to a staff member or one of the main faction leaders about how we can weave a response to your group into rp. Just remember, secrecy IC is good, is fun, OOC secrecy from ECs and Staff just makes us cranky and makes us less inclined to help you out. You don't want to invest in a big plot, only to have it retconned because you didn't check first.
Develop more factions that spring up, blossom and then die out, and more small groups in the major, pre-exisiting factions. Zenko in particular would be a lovely breeding ground for political intrigue with their use of magic. Lismore City could develop more of a light underclass or more of a noble class, and, while Tirrenelda is a Theocracy, with one leader and a Council of Elders, come and find ways to weave your story in with the tribe's and especially, talk to any of our Council of Elders OOCly about plot lines. Not all are staff, but we all talk to each other and chances are good one of the council will be talking to a staff member or EC that same day.