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Ideas for Players as Corporations
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<blockquote data-quote="Christopher Hawkins" data-source="post: 5840221" data-attributes="member: 6687913"><p>Thanks Storm, those are some really nice plot seeds!</p><p></p><p>I agree with you that it would be very difficult to get the corporations to work together. I agree so strongly with that point, that I'm running the corporate games as solo affairs. That way, each of the corporations in the game will be free to plot, maneuver, and seek world domination... *ahem*. Sorry, 'Market Supremacy" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>I'll be running some of the corporate games in person, and some of them over Skype.</p><p></p><p>I'm also planning on having a certain degree of causal crossover between the human and corporate sides of the game. eg:</p><p></p><p>1) Actions of one of the corporations may make certain resources more or less accessible for a few sessions.</p><p></p><p>2) Actions of the human players may weaken a rival corporation, giving the PCorp (Player Corporation) a momentary advantage.</p><p></p><p>3) The PCorp may contract the PC's to do a certain job (or even be running as an adversary). In these cases, the player of the corporate entity will be listening to the game over Skype, and typing in their own sinister commands...</p></blockquote><p></p>
[QUOTE="Christopher Hawkins, post: 5840221, member: 6687913"] Thanks Storm, those are some really nice plot seeds! I agree with you that it would be very difficult to get the corporations to work together. I agree so strongly with that point, that I'm running the corporate games as solo affairs. That way, each of the corporations in the game will be free to plot, maneuver, and seek world domination... *ahem*. Sorry, 'Market Supremacy" ;). I'll be running some of the corporate games in person, and some of them over Skype. I'm also planning on having a certain degree of causal crossover between the human and corporate sides of the game. eg: 1) Actions of one of the corporations may make certain resources more or less accessible for a few sessions. 2) Actions of the human players may weaken a rival corporation, giving the PCorp (Player Corporation) a momentary advantage. 3) The PCorp may contract the PC's to do a certain job (or even be running as an adversary). In these cases, the player of the corporate entity will be listening to the game over Skype, and typing in their own sinister commands... [/QUOTE]
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