Suggestion: Faction-Based Branching Using the Grim Dawn Model (or POE1 Bandit System)
|
The Problem
Path of Exile 2 has genuinely interesting factions with competing goals — the Twilight Order, Sin, the Hooded One, the Ardura and Faradun in the desert, the various tribal groups in Act 4. Right now these factions exist as set dressing and quest backdrop. You interact with them, complete their objectives, and move on. There's no moment where your relationship with one faction meaningfully changes your relationship with another, and there's no persistent consequence to the choices you make along the way. The result is that story replayability in PoE2 is essentially zero from a narrative standpoint. Every character experiences the exact same campaign. The only reason to replay the story is build diversity, not curiosity about what happens differently or variation in the storyline (even though those who play POE *WILL* play through the main storyline on multiple characters through new leagues for years to come). What Grim Dawn Did For those unfamiliar, Grim Dawn has a faction reputation system where your actions throughout the campaign earn or lose standing with several competing factions. The key design insight is that some factions are mutually exclusive — siding deeply with one locks you out of the other's questline, vendors, and rewards. This creates genuine replay value without rewriting the main story. The core narrative beats stay the same. The villain is still the villain. The world still ends the same way. But how you got there, who helped you, and what tools you had access to are different depending on your allegiances. A second playthrough isn't just a different build — it's a different set of side quests, different NPC interactions, different crafting options, and a slightly different lens on the world's lore. Critically, this is achievable without a massive writing budget. You're not branching the main story. You're adding lateral depth around it. How This Could Work in PoE2 PoE2 already has the faction infrastructure to support this. Here's a concrete sketch: Act 2 — Ardura vs Faradun These two desert factions are already in open conflict. Currently you help one side for quest objectives and move on. Under a faction model, you'd choose to formally align with one. The Ardura path gives you access to their merchants, their unique crafting recipes, and their perspective on the history of the desert. The Faradun path gives you different vendors, different optional quests about their exile and bitterness, and different insight into the Countess Oriana's movements through the region. Neither path changes the act boss or the main quest outcome, but the texture of the act is meaningfully different. Act 3 — Vaal Knowledge vs Doryani's Warnings Act 3 involves exploring Vaal ruins and dealing with Doryani. There's natural tension between players who pursue the Vaal's ancient knowledge aggressively versus those who heed warnings about the dangers of that knowledge. A faction split here could gate certain powerful but risky crafting options behind the "reckless" path, while the cautious path offers more defensive and utility options. Again, the boss and main quest stay the same — only the side content and rewards differ. Act 4 — Twilight Order Infiltration vs Open Opposition This is the most interesting opportunity. The Twilight Order is already revealed as the Act 4 villain faction. But what if, earlier in Act 4, you had a genuine choice — infiltrate the Order and work from within (gaining access to their quests, their lore, and their interpretation of why the gods need to be suppressed), or oppose them openly from the start (gaining the loyalty of the local tribes and warriors, different combat encounters, and a more straightforward but less informationally rich path through the act)? Both paths converge on the same boss fight with the same outcome, but the infiltration path gives you more of Oriana's backstory and motivation, potentially recontextualizing her as a more complex villain rather than a straightforward antagonist. What Players Get 1) Genuine reason to replay the campaign beyond build diversity 2) Two or more distinct vendor pools per act, encouraging different crafting approaches on different characters 3) Lore depth that rewards players who engage with the story without forcing it on those who don't 4) A sense that your character's choices matter to the world, even modestly What GGG Gets] 1) Replay engagement without rewriting core story content 2) Natural hooks for league mechanics (imagine a league that temporarily shifts faction balances or introduces a new faction into the mix) 3) A relatively low-cost system that adds high perceived value — most of the content already exists, it just needs gating and reputation scaffolding around it 4) Differentiation from Diablo 4, which has essentially no meaningful player agency in its campaign What This Is NOT Asking For This is not asking GGG to write a Witcher 3. It's not asking for multiple endings, branching dialogue trees, or rewritten acts. The Grim Dawn model specifically works because it adds width to the experience without adding length or cost. The main story spine stays intact. Faction content is additive, not structural. Precedent Within PoE Itself PoE1 already did a version of this with the Bandit quest in Act 2 — help Kraityn, help Alira, help Oak, or kill all three. It's a small decision with permanent build consequences that players still debate years later. That's a proof of concept that the PoE playerbase responds positively to meaningful choice, even when the choice is mechanically rather than narratively framed. A faction system would be the natural evolution of that design philosophy applied to the campaign as a whole. Conclusion PoE2 has the bones of a great faction system already embedded in its world and story. The Twilight Order, the desert tribes, the Vaal knowledge question — these are natural fault lines around which player choice could be structured. The Grim Dawn model offers a proven, budget-conscious blueprint for doing this well. It wouldn't make PoE2 a narrative RPG. It would make the campaign feel like a world that responds to you rather than a corridor you walk through once and never think about again. Last bumped on Apr 1, 2026, 2:26:30 PM
|
|
|
+1 i like this kind of things in games, and it would be fun to get hideout items/npc based on our choices too! i wish theres more like this in the future, so the campaign wont be as linear.
definitely an interesting idea! |
|
|
Nice suggestion on the hideout/NPCs. That's what I'm talking about: Low cost, high return.
Taking it a step further, the faction system could extend well beyond aesthetics into genuine mechanical differentiation that even players who skip every cutscene would care about: Hideout customization — faction-aligned NPCs, different locales, and/or decor reflecting your allegiances. For example: A Faradun shadow operative versus an Ardura warrior, or a Twilight Order deserter who believed in the cause but broke with Oriana's methods — each with unique dialogue and aesthetic Separate vendor pools — each faction offers distinct crafting recipes and currency options unavailable on the opposing path, giving build planners a genuine reason to run alternate characters. Trading Leagues — Due to separate vendor pool option, there would be a potential impact on trading items, skills, gems, etc. due to being gated behind a specific faction. Faction-gated skill and support gems — thematically tied to each faction's identity. The Twilight Order infiltration path for example could unlock a powerful but morally compromised support gem with a meaningful tradeoff baked in Unique faction jewels — distinct modifier profiles that aren't necessarily the strongest options but are different enough that a serious build planner genuinely weighs the choice At that point the faction system isn't the narrative feature: it becomes a build diversity engine (what POE is all about). The story is just the vehicle to facilitate this end. Anyways, off my soap box LOL Hope GGG takes it into consideration as it would be interesting imo... |
|
|
I enjoy redoing the campaign multiple times a season, watching my build growing slowly before I reach the endgame
Anything that makes the process more interesting/gives it more diversity is very welcome The only thing I don't agree with is the rewards being different for each faction, but other than that +1 Last edited by iHiems#0168 on Apr 1, 2026, 2:28:05 PM
|
|





















