Originally Posted by brangdon:
“What's the deal with factions? I am a bit unconventional as I don't want to play with a companion, and I'm not interested in building settlements, and I don't like the power armour, so I'm aware I'm missing out on a lot of the game. I've also been avoiding factions because they sound limiting. For example, I have two quests that say to talk to Paladin Danse, and when I do he wants me to sign up with him and follow his orders. I've been refusing because it sounds a bit final. Is it as bad as I think? If I agree, will that prevent me joining other factions later?
I've been playing for about 30 hours and am currently about level 18. I'm not sure exactly because I've not played for a while. I was pretty happy doing the The Constitution quest, and then headed up to the Museum of Witchcraft and found everyone else seemed to be level 40 or more, and I felt way under-powered. I think I need to return to a more central area and then find another project.”
“What's the deal with factions? I am a bit unconventional as I don't want to play with a companion, and I'm not interested in building settlements, and I don't like the power armour, so I'm aware I'm missing out on a lot of the game. I've also been avoiding factions because they sound limiting. For example, I have two quests that say to talk to Paladin Danse, and when I do he wants me to sign up with him and follow his orders. I've been refusing because it sounds a bit final. Is it as bad as I think? If I agree, will that prevent me joining other factions later?
I've been playing for about 30 hours and am currently about level 18. I'm not sure exactly because I've not played for a while. I was pretty happy doing the The Constitution quest, and then headed up to the Museum of Witchcraft and found everyone else seemed to be level 40 or more, and I felt way under-powered. I think I need to return to a more central area and then find another project.”
The thing is, you need to get involved with the different factions to progress through the game but there's no compulsion to remain loyal to them.
Right from the start I didn't like the look of Buzz Lightyear and his mates but they're useful to you.
If you really want to delve into the psychology of the game, the idea is that you should, ideally, take the "correct" follower with you depending on what sort of stuff you're doing.
If you're helping people then Piper or Curie will appreciate your actions.
If you're doing anything shady or underhanded then Cait or Deacon will approve.
If you're just killing things then it'll make Buzz Lightyear or Strong happy.
Of course, if you don't have ANY follower then that doesn't really matter but it's part of the reason for the way the various missions were designed.
The trick, with factions, is not to neglect any of them too much.
Do a mission for the Brotherhood and then do a mission for the Railroad and then one for the Institute.
To see as much as possible of what the game has to offer the trick is to avoid committing to one faction or another too quickly.
Importantly, the game WILL tell you if something you're about to do for one faction will make you a permanent enemy of another one so you can't just "accidentally" make a faction hostile and, without giving too much away, it's only right at the end that you are forced to make any irreversible decisions.
Eventually you'll get to the point when every faction will have a never-ending supply of radiant-quests you can do and you can use those missions to farm weapons, armor, ammunition and perks.
With the Minutemen it's the "help a settlement" quests, with the Railroad it's "Kill a synth" or "secure a cache" missions. It's "recon" or "search & destroy" missions for the Brotherhood and a similar thing for the Institute.
Even if you aren't particularly focused on finishing the game you can just avoid the main story missions and just do the radiant-quests forever or, at least, use them to farm stuff and improve your character.








