Edit: Not really a 4e thread, I clicked the button too fast! 
This came up as I was trying to give Vanir over on Critical Hits some useful advice on running a campaign:
It’s often a good idea to have active factions in a campaign whose plots proceed to a timetable. However I’d recommend against having
(a) only one villain faction – even Tolkien had Saruman as well as Sauron or
(b) only having villain factions be active – proactive Unaligned and Good/Friendly factions add a lot of depth and versimilitude to the setting. Try to avoid friendly NPC factions be ‘cardboard redshirts’ – let them win the occasional battle vs the villains offscreen, perhaps because of prior PC activity.
For a D&D type ruleset with rapid power increase and long term play, I find that having multiple factions in an ascending ladder of power works well. Eg villain factions in my Loudwater Forgotten Realms game range from the low-Heroic Southwood Goblins through the mostly Paragon-Tier Zhentarim to the mid-Epic Shadovar of Netheril and their enemy, Szass Tam of Thay. They all have their own plans. Good-guy factions have their own agendas too, and the PCs occasionally hear about events in eg Elturgard.
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I was wondering if other GMs have some accounts of successfully using multiple NPC factions, especially in a mid to long term 'open' (not linear storypath) campaign? I'm particularly interested in good use of friendly factions - I don't like the 'cardboard redshirt' feel you get when every ally is incompetent and helpless, but nor do I want the 'Elminster effect' where puny PCs run fetch quests for godlike GMPCs. I'm also interested in accounts of using unaligned or ambiguous factions to good effect -neutrals/third parties who are not passive, but have significant goals of their own, and might eg ally with either the PCs or their factions.

This came up as I was trying to give Vanir over on Critical Hits some useful advice on running a campaign:
It’s often a good idea to have active factions in a campaign whose plots proceed to a timetable. However I’d recommend against having
(a) only one villain faction – even Tolkien had Saruman as well as Sauron or
(b) only having villain factions be active – proactive Unaligned and Good/Friendly factions add a lot of depth and versimilitude to the setting. Try to avoid friendly NPC factions be ‘cardboard redshirts’ – let them win the occasional battle vs the villains offscreen, perhaps because of prior PC activity.
For a D&D type ruleset with rapid power increase and long term play, I find that having multiple factions in an ascending ladder of power works well. Eg villain factions in my Loudwater Forgotten Realms game range from the low-Heroic Southwood Goblins through the mostly Paragon-Tier Zhentarim to the mid-Epic Shadovar of Netheril and their enemy, Szass Tam of Thay. They all have their own plans. Good-guy factions have their own agendas too, and the PCs occasionally hear about events in eg Elturgard.
___________
I was wondering if other GMs have some accounts of successfully using multiple NPC factions, especially in a mid to long term 'open' (not linear storypath) campaign? I'm particularly interested in good use of friendly factions - I don't like the 'cardboard redshirt' feel you get when every ally is incompetent and helpless, but nor do I want the 'Elminster effect' where puny PCs run fetch quests for godlike GMPCs. I'm also interested in accounts of using unaligned or ambiguous factions to good effect -neutrals/third parties who are not passive, but have significant goals of their own, and might eg ally with either the PCs or their factions.
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