From: acd@hotld.att.com
Newsgroups: rec.games.cyber
Subject: Re: adventures, scenarios, campaign themes
Summary: Corp Teams, Infocomp, LONG
Date: 9 Oct 92 20:03:10 GMT
Organization: AT&T
Content-Type: text
Archive-Name: rgc751
Content-Length: 3818

In article <1992Oct09.160637.28490@Veritas.COM>, uplink@cwis.unomaha.edu (John M. Scheibeler) writes:
> 	Here's an idea.  Run a corporate-themed 'Punk campaign.  In
> this type of game, everyone has jobs with the corporation, and the
> corp sends them on missions.  If you're a solo, you get sent along as
> muscle, a rocker would be saved for setting up PR songs and stuff, etc.
> Corporates get to run the whole shebang.  (Hey, they'd be useful for
> once!)  The players get paid by the Corp and don't need to worry about
> the gritty Sprawl, except when they're told to go down into the streets.
	This is the setting we are working within for the past year or so
	( 2 1/2 years game time 2015 to May 2017 ) in our GM's main CP2020
	game. We were tired of being generic merc/roadies/nomads for hire
	and wanted a more stable ( per se ) background. Greg, the GM, decided
	that several companies ( EBM, Millitech, Infocomp and one other ) were
	looking to hire solos/mercs. We decided to sign on with Infocomp and
	became Omega Team. Our group consisted of 2-4 solos, a tech or two
	and a fixer. The company provided standard gear, pay and a low level
	of medical coverage ( and we could buy whatever extras we wanted ).

	Infocomp began by having Omega Team dive into an invasion by aliens
	( ala They Live, we could only see them with special contact lenses )
	attempting to discover where they were from, who was aliens and who
	weren't and eventually organizing a campaign to drive them from
	Earth and back into orbit. We eventually did such but so angered the
	Aliens that they decided to Rock Los Angeles and the Infocomp arcology
	there. We fled with 20 minutes notice and resettled in Night City.
	We are now investigating a nanite plague which creates zombies and
	the connection to Governor David Duke of SoCal's planned invasion
	of Norcal!
> 
> 	This is a fairly high-society campaign, but you'll have less 
> problems with gun control and trigger-happy maniacs, since the
> Corporation issues weapons and checks its people for CyberPsychosis.  If
> they think you're worth saving, they'll just remove the pieces of 
> offending cyberware and put you through CyberRehab.
	Our game is more on the Spy/Mercenary line of things with some
	High Society thrown in for colour. Infocomp does regularly test
	the Solos to make sure their empathy is at acceptable levels ( 3+ ).
	They also oversee the results of missions and such. Infocomp
	did Body-plate my Solo when he was shot up with acid pellets and
	later removed the associated cortex bomb for good service ( though
	there is the implict understanding he never leave the company ).
> 
> 	This campaign is also perfect for poltical-minded GMs, because
> of the board-room infighting and backstabbing that normally goes on
> in any CP Corporation.  The players would quickly get to be either
> pawns of one power or another, or start hatching their own plots to
> gain power within the Corp.
	We had several changes of bosses ( even discovered one was an
	alien and had to be terminated along with Alpha Team, another
	Solo group ). Some of the PCs/exPCs are moving into management
	positions as they grow with the company. We have also been able
	to spawn several support groups to go with the Solo teams --
		Solo teams -- Alpha, Omega teams
		Delta Team -- netrunners ( work with Infocomp's AI-Deep Thought
		Beta Team -- Corporate and Street level fixers
		Sigma Team -- Weapon, Mek and Roadstriker repair/Technicians

	Our GM hasn't run out of wierd yet ( but then his campaign has
	elements of Gamma World, Shadowrun, Predator, They Live, Terminator,
	any Zombie flick, Alien(s), TORG, Akira, Mekton, Split Second, Car
	Wars, etcetera ) and the Corporate Team
	concept continues to work.

	Enough babbling for now,
	Ciao,
	ACDurston, ..!att!hotld!acd