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A User's Guide to Tyranny

Anomalousman [2534256]
Is every faction a dictatorship? If so, is that such a bad thing? Read Anomalousman's investigation into the leadership styles in play among Torn's top factions, and how each one succeeds and fails.
Factions are the beating heart of Torn, which might be why looking into them uncovers so much blood. Factions govern the specials that drive our growth and boost our skills. They are our tribes for organised crime and war. Faction politics are like family politics - everyone's involved, and everyone has a strong opinion.

But at the end of the day, the buttons aren't pressed by the will of the people. Ultimate power resides in one person. The leader.

And most people agree this is the way it should be.


How I Learned to Stop Worrying and Love Tyranny

All factions are owned by a single person. Lock, stock, and smokin' high heels. The faction leader can take the vault, kick us all, and sell the faction - recent times have given us no shortage of examples. The absolute power held by one player means that mechanically speaking, every faction is a tyranny, and every leader holds the power of a dictator.

But is that how it works in practice? Or more interestingly, is an authoritarian leadership style actually useful to keep a faction's membership engaged and in-line? After polling Torn's citizens on the nature of their faction's leadership setup, we see that opinions on both of these questions are divided.


Poll: What is your faction like?

Community with collective decisions - 41%

Benevolent Dictatorship - 28%

It's Complicated - 14%

I don't care, we have biggerer stats - 11%

The other kind of dictatorship - 6%


We can all probably name some of the 6% whose faction endures "the other kind of dictatorship". The fact that this number is so low is surprising, however, as with every decision being filtered through one single person, without recourse, you might expect things to go wrong more often than not. But what about those who believe they are part of a "community with collective decisions"? Is this sign that things are well?

"TBH I don't think I've ever seen a faction that isn't a dictatorship. Community with collective decisions is just a lie sold by dictators with silver tongues." - Beerstein

There are many different power structures in play within Torn's factions, but it's surprising to see that almost half of all players genuinely believe that they own their faction in a very real (though not legally binding) sense. In these cases, a faction owner has delegated responsibility for decisions to a group or to the faction as a whole. But does this represent a true delegation of power or mere administrative responsibilities?

Torn's faction permissions system allows for the controlled delegation of various powers to other members of the faction. Most importantly, these lieutenants must be trusted, particularly when vault and armoury permissions are involved. The forums are quick to scorn leaders who trust too easily and lose.

"Our leadership [] has always been an evolving team of people. While one person may hold the gold fist, within a given faction shell, all the leaders have nominally equivalent power." - RGiskard

Over time, the power of these lieutenants can grow, and how a faction owner responds to this challenge determines what type of dictator they are. RGiskard is a member of Monarch HQ, a faction stacked with leadership types who all hold authority in their own way. Hank may be seen as the spiritual leader of Monarch, but as we saw during the Batman debacle, whoever holds the so-called "gold fist" is the one calling the shots.

Although perhaps that is too simplistic a view of how power truly works. Power in Torn isn't limited to what you can do with the faction leadership position, it also indicates how much influence and authority you have over others. Without the respect of its members, a faction leader is essentially impotent. Regardless of whether they rule with an iron fist or a gentle touch, Torn's dictators know that their true power is dictated by the devotion of their members.


Pictured: Faction members who have well and truly drunk the Kool-Aid.



One way a leader can inspire devotion within a faction is to take on the role of the benevolent dictator, as this allows the head honcho to get away with pretty much anything, including mistakes, so long as they are seen to have been acting for the benefit of the faction members themselves. With the right amount of spin, this leadership style can be used to steer an unruly faction in the right direction - or it can be used by self-interested dictators to mask their true desires.

"I think good faction management requires an ability to turn the faction members into sheep, who have blind faith in you. A good faction is basically a cult." - --ZERO--

As --ZERO-- suggests, the devotion shown towards some faction leaders sometimes escalates towards reverence, as a faction membership seeks to justify their prior belief even as their chosen horse leads them into a ravine. Such blind loyalty was revealed to me when, in response to my poll, many people thought it important to tell me that their faction was more of a Monarchy than a Benevolent Dictatorship.

Indeed, I can sense their Sovereign Divine Right from way over here...


The Changing of the Guard


So, there are leaders who model themselves as vessels of the people, and leaders who model themselves as God-Emperors. The one thing that unites them all is that they must always think of ways to keep the faction operating cohesively, especially during times of hardship, which is when loyalties, blind or otherwise, are often brought into question. How a leader inspires devotion varies from person to person.

"Outside of our council, I run things as a dictator, and dish out a fair amount of beatings. That being said, I think you would be hard pressed to find anyone (apart from ex-members) who don't love it here" - PimpChu, discussing selection bias

"...since the recent changes in management style, we have all the benefits of a hammer-down do-your-job style leadership, while also being a relatively relaxed faction." - Geralt-of-Rivia

Smart leaders know when to adapt to the changing attitudes and desires of their members. They know when to delegate and when to direct. When to be open for comment, and when to appear certain and strong. And over time, some dictators have been known to ease the reins a little, either when pressure is exerted upon them, or they begin to trust their assigned lieutenants.

"Most things I've started in life, real or online, I start off as benevolent dictator and slide toward a group of trusted leaders as I find out who I can trust and who is passionate enough to commit." - Hawk

Less intelligent dictators are those whose 'captain calls' always seem to go wrong, tyrants who feel entitled, and think they know best, in spite of evidence to the contrary. Such individuals will often blame the faction for turning against them in times of need, but a true leader should be able to command their followers regardless of the situation at hand. Not everyone has these people skills.

"[D3vl] caused so much drama in a previous alliance making unrealistic demands (he even had a decent part in causing the alliance to lose a war shortly before), he caused HT- to get kicked from the alliance. At that time another player was leader of HT- and he chose not to inform him causing confusion and mayhem... HT- would probably be better off with a 100-day newb at the helm than with his leadership 'style'.". - name withheld because I'm a f***in' professional

This story illustrates the fact that while a powerful player may be able to command a single faction to a reasonable extent, that faction's ambitions are severely limited if said leader is unable to communicate effectively with those outside of the faction. Regardless of leadership style, interpersonal skills are essential at the top end of Torn's power structures, and some leaders would do well to delegate such responsibilities if they themselves are not capable.

All that said, middle management is not the cure to all ills. Decisiveness is not only desirable at the top end of a faction, but in many situations, it is absolutely necessary.


Pictured: If you could just follow this thirty-eight point plan for effective cooldown management that'd be greeaaat.



Wartime is an obvious example of when a clear chain of command can make a big difference. Not all factions are focused on war, but war comes to all factions, and organised chains are the source of the respect that powers all those fancy faction specials we love. Everyone likes freedom, but a hundred people doing their own thing will occasionally come to grief. How much freedom is possible, or wise, in such a situation?

While the leadership mechanics allow for one person to hold their members and council to ransom, no faction can ever be considered a true democracy, regardless of how much power the leader chooses to delegate. Then again, given that faction members could quite easily down tools if they were unimpressed by their leader, one could say that pure dictatorships don't exist here either.

"This place isn't mine. I got it, and I need to make sure one day I pass it on forward in a better state than which I found it." - ForesterISR

The answer, as is always the case, lies somewhere in between. Almost half of Torn appear comfortable with the model of democracy that they've achieved in their faction, and even those who see their leader or leadership group as dictators are, on the whole, happy with the state of affairs at present. I suppose when you're a peasant, it really helps when you can vote with your feet.


How To Run A Faction

So the sheeple - that's us - seem to be largely content. Faction leaders, owners, dictators, whatever you want to call them, they must be doing a lot right. But how do they do it? What kind of attitude and action does it take to keep a faction going on a daily basis? We've had a few insights so far, but for a more detailed analysis, we'll have to speak to the leaders themselves.

As we've already heard, even the self-described despots work with some form of team below them, but how much power do they have? Running a faction is not just a big job, it's a lot of very different jobs; managing member rosters, administrating the armoury, executing ranked wars, organising chains, setting groups for organised crimes, communication, diplomacy, spreadsheets, planning...


Pictured: And managing vault permissions. NEVER forget the vault permissions.


All of these tasks don't just need doing, they need doing well, and that means finding the right person with the right skill set for the job. Ideally, you want the kind of person who is self-motivated enough to make decisions on the fly, but not so independently minded that they'll do so without considering the interests of the leader or the faction at large.

"You need a flexible leadership team to be successful in the long term. All the one-man show factions go to shit when the boss guy loses interest." - ForesterISR

The size and structure of Torn's leadership teams vary. Some factions employ a handful of leaders making all the big decisions - the smallest leadership team we discovered was three. At the other end of the spectrum, some faction families maintain a larger council of leaders within each individual shell. One family, in particular, has a 10-member committee advising a smaller leadership team that operates according to the consensus, with those members also forming part of a family-wide council and leadership team.

"When a decision is pretty conflicted in a council, a faction vote will be held. In theory, this also applies to family-wide matters though a vote across all factions about the same topic has not been conducted in a long time. A faction vote is basically just a forum post where members can vote in a poll and of course, discuss the topic in the replies." - olesien

The democratic faction setup may seem like the fairest and most logical way to operate, given that everyone has a voice, and individual biases and grudges are overcome through the sheer weight of voting numbers. But this system is not without its problems. What happens when a faction vote doesn't go the way the leaders think is wise?

The answer is usually one of three things, depending on the personality types at the top. Either the leaders change their minds and go with the group, they forge ahead with their own plans regardless, or they attempt to persuade their members with rhetoric or compromise. A good way to avoid such situations is to maintain a consistent set of goals and values within your faction.

"Clear expectations. If you're running a tight ship, everything should be as explicit as possible. For chains and wars, everyone stacks. Stacks go to hits if you miss the action. We have a lot of Discord tools to manage wars, OCs and such. Clear communication from leaders to members is critical. Everyone needs to know what's going on, why, and what's expected." - "Q" (anonymous cult leader)

Many factions, particularly those within large families, operate under a set of written rules or constitutions in order to clarify the goals and expectations of their leaders. Monarch's Family Rules are a good example of how factions can achieve a consensus through such a document, with these values likely helping them to rein in some of the "personalities" Relentless encountered during their merger with MnC.

By making it clear what is expected of their members from the outset, the room for disagreement within a faction is significantly reduced. But where does the actual enjoyment of the members fit into all this?


Are We Having Fun Yet?


Many of the people I interviewed noted that all factions exist for fun, but that fun looks very different to different players. Like-mindedness is an important trait when creating an enjoyable faction environment, so make sure you're clear and explicit as to what kind of faction you are running when advertising for new members. This not only helps you to attract the right people, it will also mean you avoid disrupting what you've already built.

Questions you might want to ask yourself before expanding your faction include: is this a casual outfit with vague goals of survival, are we an up-and-coming faction with designs on the top 25 HoF, are we happy to fly under the radar as one small part of a larger group, or am I a chaotic leader dedicated purely to inflicting misery on others? Expectations can be almost anything, provided that they are communicated clearly.

"Being competitive is fine. Being casual is also absolutely fine. Just, f**king, say it." - Wires

"A lot of good factions have very different goals, but the tools for making it work tend to be the same. What's that saying? All happy families are the same. Each unhappy family is unhappy in its own way." - "Q" (anonymous trout aficionado)

Pictured: If you know which one of these people is you, consider changing factions.


Of course, people are not robots whose motivations and goals remain static forever. Things change, people lose their enthusiasm or free time, and both members and leaders come and go. A good example of a faction family that's in the midst of a culture shift due to changes at the top is Subversive Alliance. Ashanie, Clitasaurus, and Mysteria have taken charge recently, and they are in the midst of pulling this famous faction in a very different direction.

"We are trying to do things very differently both in how we lead and how our team gets to play the game. RoD is quiet and we are getting on with doing our own things right now to engage our members. Like most factions previously it's always been about being number one and comparing yourself to other factions in Torn. With the likes of M and the speed that their top end is growing... I kind of think of it like keeping up with the Jones's. You end up broke and feeling less than lol. So we are just not playing that game anymore."
- Mysteria

Some faction families try to enjoy the best of both worlds by operating multiple factions with vastly different goals. One faction shell may have a low battle stat limit and be designated for newcomers, whereas another could have a low activity level and be reserved for veterans. Whatever setup you choose, consistency appears to be the key. And that goes for both the leaders and their members. Otherwise, big, nasty decisions have to be made.

"It's really important to kick people. Inactive or unsocial people really lower the experience for everyone. The stricter your policy and the faster you kick the better. Leaders find it really hard socially, but it's a key part of the job. Kicking isn't personal, and it's not irreversible. We are a very active faction, chaining or warring every 1-2 weeks, and if you're not into that, that's OK. Come back when you are." - "Q" (author of Scripting for Fanatics)

Clarity of vision and decisiveness appear to be the two main traits of successful faction leaders, regardless of how they operate or implement their decisions. But a solid leadership structure and common values aren't always enough, as things can and will go wrong regardless of how well organised you are, with everything from in-game updates and intra-faction squabbles through to major invasions and heavy defeats capable of impacting a faction's view of their leader or leaders.

Depending on the faction, delaying an Organised Crime risks something from passive-aggressive disapproval to a system of fines paid to other members. Bonus hits from chains seem to be given to anyone needing the merit, or just the most active player around at the time, but players can become jealous if they feel they haven't received what they deserve. And envy can also rear its ugly head when support for war/chaining/training is handed out - although these material distributions tend to be fairly handled according to the resources of the faction.

"Keep things positive - even if things have gone to shit, negativity leads to negativity. Heed and action complaints before they blow up into something more problematic. Also try and solve petty squabbles before they actually become a problem." - Rhino

The truth is, you can heed all of these warnings and follow the expert advice of the leaders we've quoted, but there's not much you can do when a better faction comes along and bats its lashes at your top end. When several key members depart, the temptation to merge with another faction is often too great to resist. But such unions don't always end well, and once joined within the same shell, it is tough to prise two factions apart.

"Be careful about parameters if you make alliances. Clarity of expectations is just as important between factions. Personally, I'd say watch out when thinking of becoming a sub faction. Losing your best members is tough - don't jump into bed quickly." - "Q" (possibly warning HAKA)


How To Choose A Faction

You'd think that asking questions about the inner workings of factions would lead to a lot of loud, stupid, contradictory shouting. Instead, as I interviewed players and faction leaders from all over the spectrum, the same themes kept coming up with surprising consistency.

One of those themes is that Torn is a game, and games should be fun. One of the most fascinating conclusions we can draw from our research is that the happiest players seem to be part of a dictatorship faction. Their attitudes towards the faction and its leader(s) were often fanatical, and it seems that such players gain a lot of happiness from the feeling that they are part of a cause, a movement bigger than themselves.

Or maybe they just hate having to make choices - hence why Netflix's stock is falling.


Pictured: Would you rather choose a door, or follow someone through one? Don't do the latter if the door leads to a bathroom.


But the popularity of dictator-led factions doesn't mean you should hit up one of Torn's Mussolini equivalents with an application letter right now. Choosing a faction isn't just about choosing a home, it's about choosing your family, and your future in Torn City. How do you make that choice? Well, there are several things to consider.

First, how do you want to play Torn? Are you an ardent reviver or a war-monger? Do you plan on being around 24/7 sneaking in trains while your real-life boss isn't looking, or are you more of a social player? Are you looking to boost your battle stats, or are you more concerned about your bank balance? Don't just consider your chosen faction's advertised specials, consider their mission. Does it sound like they're a good fit?

Second, talk to the faction's members and leaders. What are their expectations? Can they even state them clearly? Remember, factions have needs as well as benefits. Are you going to be able to contribute what they require of you? If you're not going in wholeheartedly, then you're only setting yourself up for friction when your respective expectations fail to match.

It's also important to know what your goals are. If you want to play hardcore, you might not yet possess the stats to make an impact at the kind of faction you want to join. The biggest, oldest factions plan in terms of years, and you should too. Be patient, and while you're building your stats, use this time to figure out whether you are genuinely compatible with that group. Don't burn bridges in your search, stay polite and respectful.

This leads nicely to our third point, personalities. A faction might tick every box, but if it's stocked full of people you know you won't get along with, logging in every day is going to be a huge chore. You can't predict which personalities will occupy your future dream faction, but it's damn near certain that if you join a faction of a**holes today, your in-game progression and enjoyment will be hampered.

Pictured: "Actually, I would prefer to follow a different strategy."


Finally, and really this applies to the entirety of Torn, it's worth respecting the effort that leaders go to. It's likely that even the players you despise are putting in a considerable effort every day - hours in many, many cases - in the service of making things fun for others. Don't join the party and criticise the decorations or food. Where are your decorations? Did you make and bring cake for everyone?

If you did, I bet you cared if people said thank you. And I bet you cared if they said they preferred a different flavour as though you'd made a mistake, and then started picking a fight the next time you met them at a party. Hosting is work, and helping run a faction is hosting every day for years. Join in and help out, as not only is this the polite thing to do, but it also marks you out as a person of action rather than words - these people tend to be more common in leadership positions.

When all is said and done, factions and friendships form the majority of your experiences in Torn City, and so the choices you make in these areas will determine how much you enjoy your time here. A faction leader may have absolute power within their domain, but a tyrant you can walk away from is of little concern. And if you end up with one of the better leaders knocking around, these are the kind of people who can improve your prospects, both in and out of Torn City.

Do your homework. Find an active faction that shares your interests, one that's led by a leader from whom you feel you could take praise and criticism. And then, together, you can enjoy territorial domination, faction competitions, building stockbots, organising Discord-based player-tracking cabals, or whatever it is you do to have fun.

"Stay true to the people who brought you to the dance. Loyalty and friendship are the keys." - MeanMike


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