@bored Also, let's be honest -- not all game developers bother to consider an important question: "Is someone taking on this IC leadership role we've designed for this setting going to have to spend the equivalent of RL full time hours doing the job?"
If the answer is "yes" -- or even "maybe" or "Mmn, maybe about half that?" so far as I'm concerned -- it's time to look at structuring that group in a different way that allows for a number of people to share those responsibilities and spread them out more.
This applies to NPCs (almost) as much. (And I only say 'almost' since multiple people can contribute to running an NPC if necessary.)
I remember hearing about games in ye olden days that used to have requirements like 'you need to be on at least 2 hours every day to handle this job' and similar crackpot bullshit that, hey, maybe it worked when we were all in college or high school, but is beyond laughable to most people these days -- and for good reason. Some were a little more lenient, but still had things like 'at least 12 hours a week available exclusively for faction management' and so on. It's just not practical for people with actual jobs and responsibilities in the real world beyond what the average college students we used to be had at the time.
So in a way, I think we've not really examined that specific question as much as we should have. We all remember ye olden days of faction heads being around all the time -- because most of us had a lot more free time then -- and many of us still think of that as the standard baseline, on some level, for what a faction head is or does, and if they're not able to do that, they're a do-nothing failure.
It isn't so much that they've failed -- though some certainly do! -- as that we haven't, collectively, taken as many of the steps as we really need to take to redefine these roles in a much more manageable way for the audience we have. Importantly, this includes 'bringing in new people' and 'fresh blood' as part of that audience, not just 'let's cater to the current crowd and ignore what someone new might bring to the table'. When presented with what looks like an overwhelming or unreasonable amount of work? Yeah, you're not going to be keeping as many of those new people as you might want to, because, 'fuck THAT!' is absolutely a thing -- and it's how most of us would respond to those ye olden days requirements now, were someone to attempt to enforce them today.
We're not (typically) doing that in policy, but in terms of our hopes and expectations? A number of us still kinda are, and I'm reasonably certain that's where a lot of the stress about 'do nothing faction heads' comes from.