The first part of this post covers the Corporate character's place in the game setting. Corporate Courtiers provides an idiosyncratic take on the Corporate's entourage (player group?) to inspire campaigns and PC ideas. Finally, there are five mini-adventures to round it all out.
- Corporates work for large corporations, the kind of organisations with giant hierarchies, paramilitary organisation and efficiency measures that stifle innovation
- in order to rise through the company they've had to adopt the inhuman values of the company, which can lead them to make decisions which can appear unethical or even downright psychopathic (see Charlie Stross' alien invasion theory)
- in order to survive performance reviews, business failure and management infighting, they always have to appear to be producing more value than their peers. Everyone IRL has experienced an incompetent manager covering up. Statistically everyone has been one, at some point!
It'll start with proxy soldiers disguising themselves as local insurgents, gangsters and terrorists, striking at rivals under the cover of social chaos brought about by economic or environmental events. By succeeding in those attacks, they will have lent credibility to the people they were pretending to be. This undermines the rule of law and makes it easier for corporations to attack each other, in an explosive cycle. Once there's a pool of trained operators embedded in the company structure, it's almost inevitable they'll become involved in internal struggles...
These adventures are going to be about those internal struggles. Corporate warfare is a whole other subject, for another day!
THE CORPORATE COURTIER
Associate VP of Human Resources |
You could take this process to a logical conclusion and make the argument that "Megacorporations" are like soooo 1980s. Microcorporations and individual economic actors might very well be the future of capitalism, if capitalism has a future. But given that IRL (as of 2011) four companies effectively control the 145 companies that own everything, there's plenty of inspirational material for Big Bad Transnationals in a game set one or two whole decades from now. Also BBTs make super fun villains in a cyberpunk game, which is the main thing by far.
So - we have megacorporations. In some ways, they are much leaner than ever before. They've skimped on labour wherever possible, replaced the blue collar workers with hardware and the white collar workers with software, and driven the survivors to new heights of drugged up productivity. Most of the efficiency savings have gone into funding the private security forces necessary in the age of corporate warfare and hollow states.
Only a few executives survived the purges, and those who did are dangerous as fuck. They survived by convincing the company they were necessary by achieving results (in actual or perceived fact). They need political instincts as honed as any lawmaker, and tracking the movements of their rivals inside and outside the company requires enormous amounts of intel. The executive becomes a target for dozens of different groups - rival megacorporations, infiltrators and kidnappers, anti-corporate terrorists, insurgents trying to break the economy, 'runners hired to defend start-up concerns and (worst of all) internal enemies: ambitious lieutenants and paranoid bosses. It becomes impossible to trust the company's own security department.
For this reason, executives have increasingly come to follow in the grand tradition of feudal lords: they recruit entourages of loyal
By far the most dangerous and respected position in the executive's court is the Independent Security Consultant. These hardbitten mercenary soldiers have three roles:
- officially, to protect the executive and her court, and to advise the company's security forces in that role
- unofficially, to liaise with "deniable assets" and provide connections with the mercenary community that could aid the company (and the executive)
- even more unofficially, to fight the exec's internal battles and defend her from the company's own security department
ISC's tend to be recruited out of the "deniable" community, particularly if the corporate intrigued her way to her current position. A surprising number of executives and ISCs have known each other since childhood - when rising execs with no street connections begin their climb they often reach out to trusted friends, recruiting former soldiers, policemen and even criminals of their younger acquaintance to fight their battles. Thus execs and 'runners rise together, forming bonds of trust that confound those expecting a completely mercenary enemy. ISCs often put their own trusted street contacts onto the payroll, giving court security forces an alarming degree of criminal talent.
Outside of a boardroom coup or activist shareholder action, the bloodiest period in a corporation's internal politics is the appointment of a new ISC. The Security Division always panics when it sees the kind of neuro-atypical urban terrorist the Chief Financial Officer just handed an access pass to. More to the point, it's an opportunity for their backers in the company to assert more direct control over the executive by humiliating or simply destroying her unproven security staff. Rival executives have the same thought: it's a moment of vulnerability to be exploited.
Every executive has a court, a majordomo and a private, loyal paramilitary cadre of some kind (even if it's hidden inside the mainstream security force). The rest of the courtiers - from drivers through fashion designers through cool hunters through hackers - form an entourage whose size is determined by the exec's success, personal wealth and access to the consultancy budget. In small research divisions there may actually be more courtiers than company professionals. Characters in an executive's court might include, among others:
- an image and networking consultant, to keep the executive's profile where it needs to be (a "face")
- an business intelligence analyst (a hacker with high skills in economics and a lot of contacts)
- a "wine taster" - an elite medic who defends the court from biological, chemical and poison attacks
- a "griefer" - a thief/prowler type specifically equipped for blackmail, sabotage and false flag operations, disguised as some other more legitimate operative
- a "lifestyle co-ordinator" who liaises with the hotels and corporate retreats the court moves through, finding local supplies and contacts along the way (fixer)
If all this seems like bloat, that's because it is. It's the price megacorporations pay for an insanely competitive, totally amoral management culture. Most AAA corporations set aside a "consultancy" budget for this very purpose (people have died defending that money!). Besides, life is cheap in the post industrial era. In a period of economic chaos, these people sign on for salaries that seem pathetically small to beneficiaries of 20th century labour struggles. Exiting the court means falling from a world of glittering towers back into the streets of brutalised cities.
Some courts locate themselves in corporate HQs. But many executives, particularly those with far flung operations, prefer not to live in close physical proximity to their rivals. Instead they and their entourage circle the globe in private aircraft and armoured 4x4s, rolling from one city to the next like the procession of a medieval king. This progress, marked by the arrival of shiny modern vehicles, shiny modern troops and shiny modern products, appears confident and assured. In truth it might be a retreat, running from fading light to fading light as the lights go out across the fractured world.
ADVENTURE HOOKS
In my efforts to make this blog more of a fanzine, I've lately been trying to convince people to do my work for me. In that spirit, each of these adventures emerged out a short koan-like hook given to me by VFTE's Malek77. I merely took those perfect skeletons and hung ugly flesh over them before giving them each a hyperbolic title, as is my wont. Thanks!
Might I recommend this as a soundtrack?
THE RAPTURE
A major corporation with global reach and a large paramilitary force is falling out of profit, and has ordered an intensely charismatic Triage Specialist to turn things around. Every executive and department head has been racing to prove their worth before they are cast out.
What few people in the corporation realise is that the Triage Specialist has an apocalyptic vision of the future. The end of civilisation is coming, and the only viable means of survival is an army of loyalists. Which is exactly what he's building.
He's using the mandate given to him by the distant board and shareholders to remove disloyal employees, placing his own cadre in positions of power across the company. He's assumed control of most of the security forces. Only a couple of divisions, too important to be easily taken apart, are still controlled by people outside his influence.
The 'runners may be hired by one of these division heads when they come to realise they have been targeted for destruction. He'll use deniable forces to attack those rivals he can't remove directly. The sharks are circling the company anyway; all he has to do is pass on security data to a few rival corporations and let them do the work for him. Meanwhile, our antagonist continues working towards a full blown palace coup.
IMPIETY
A corporation has made an error - it might be anything from an internal accountancy issue to dumping pollutants into the water table - and a noble fool sets out to correct it. This fool may or may not be a PC.
What s/he doesn't realise is that fixing the error will require casting blame for said error, which nobody else in the company is willing to accept. The error wasn't intentional, but it doesn't matter. If the company can't cover it up they'll find a way to blame it on the person trying to correct it.
The people responsible will use their image consultants and hired hackers in an attempt to discredit the protagonist. If they succeed, the team will be out of pocket (especially if they were courtiers!). Our fool may decide to do the same thing as part of a plan to reveal the duplicity of her new opponents. This is a mission for a team comfortable with deceit, intrigue and foul play.
THE TICKET
A corporate contact of the players is ordered to hire mercenaries for the newly formed military wing of his corporation. He doesn't know much about paramilitary affairs, so he subcontracts to a trusted team - the PCs.
This is a great chance for the team to help out their contacts (and boost their resources and loyalty) by getting them cushy jobs. Neither the corporate nor his bosses know much about the market or the hiring process; as such they will probably accept anyone the team offers. This would also be a great opportunity to insert some kind of infiltrator into the company.
The thing is, the team aren't the only people with that idea. Various extremist groups and rival corporate mercenaries will take the opportunity to try it themselves. If the players aren't careful in their background checks, they could be fucked. Because if someone they recruited turns out to be a violent terrorist who co-opts the company's resources to her own explosive ends, the players will look very complicit...
FAMILY TIES
A manager is making her play for the next rung of the corporate ladder, in the face of some downright murderous opposition from her workmates.
The problem is, she has a weakness they don't - a family.
The team are hired into her court to defend her family while she makes her bid for power. This means bodyguard work and pre-emptive intelligence gathering. It also means defending people with very little capacity for self defence from people as trained and psychopathic as themselves. A kidnapping attempt seems almost inevitable.
LEVERAGE
The company has hired a consultant to deal with a major failing project. Once he arrives he realises the truth - there's no saving the account. He's simply been hired to take the blame. After a few months he'll be thrown off the contract and publicly excoriated by the director of the division.
He isn't prepared to accept this. The PC team is hired to gain leverage to cover his resignation/exist. This means finding something to hold over the division chief, which means going up against her court of experienced political animals. Everyone in this game is a veteran of corporate intrigue - they learnt how to cover themselves years ago.
Secrets will be mined, datastores hacked, reputations destroyed...
Love the latest blog post and the adventure ideas. Sterling stuff sir.
ReplyDeleteI did play a corporate in a game some time ago. I was the go-between for Militech who'd hired (press-ganged) the team. I was privy to things the other PCs were not and was using them for my own agenda (taking down my immediate line manager). ph34r.gif They loved the resources I could provide for them, which created an artificial trust that I used to my advantage.
The character had the face changing tech outlined in When Gravity Fails. I presented as two different people - one to the company, one to the team. The alterations took some time and were incredibly painful, which made for some interesting tactical decisions.
I must say that I really enjoyed playing the team off against my boss and vice versa.
I also GMed a successful game with a Biotechnica corporate PC called Felix Winter. His starting write up is in Reservoir Dogs here: http://vfte.cyberpunk.co.uk/index.php?showtopic=7885
The team was constantly pulled between Felix and the group's fixer, Matt Black, who had history. The power plays were brilliant. Our corporate also had to deal with his department manager, his dubious agenda and the manager's cronies and loyalists. They made him dance like a puppet as he lied to the rest of the team so that he could hand over the twin combat clone PCs to the company. Happy times.
And yeah, he thought he was the team leader. He didn't survive though…
I find corporate PCs are best played by your most ruthless, conniving players, the ones who really enjoy the duplicity, conflicting agendas and are loyal only to themselves.
Geist