I’ve always been a fan of adding various factions into a game. Having multiple conflicting interests over the outcome of a central event always adds a measure of intrigue into any game.
It’s because of this that I was more than happy to find Organization rules in Mindjammer. Mindjammer is a game that specifically mentioned a focus towards issues of conflicting cultures, so it only made sense to find these here.
Organizations, much like Constructs can be built like a character. They have (say it with me) Aspects, Skills, Stunts and Extras. It’s an elegant solution, and one that is starting to grow on me at this point.
The chapter goes on to detail Organization creation and conflict, which will come in handy when players start their own organizations and begin to take actions on that scale. It’s an intriguing possibility, and one that is open to a lot more stories than just agent-level play. If anything, you can start out with just a band of mercenaries that found their own organization and grow it to become a key player in the Commonality. Definitely the kind of long-term goal that would be great to play through.
Overall, I’ms tarting to get quite an appreciation for the sense of scale of the Mindjammer universe. Not only can you run stories centered on specific types of sci-fi and there will always be some measure of mechanical support for it. It’s a comforting realization, and one that certainly opens up a lot of campaign possibilities in this GM’s head.
Next week, we’ll take a peek at the setting a little more with a discussion of The New Commonality Era and take a peek at the history, the various factions, corporations and other points of interest