Organizations in Homemade Settings, World Building & Galaxy Construction
derek_holland Nov 28 2005, 15:37 Group: Heroes, Master of Mutant Creation Quote Post
I want to encourage the use of alliances and so I have come up with this template:

Name
Description
Geographical Reach
Primary Goal
Secondary Goals
Membership (the number)
Benefits of Joining
Ranks
Costs of Joining

Real world example:

Tangency
A part of the forum at rpg.net
Anywhere there is an internet connection
Have fun
Assist other member with advice (or rarely money), transmit knowledge, emotional support
About 150 regulars and 1000+ others
Gain access to a heck of a lot of knowledge, emotional support if needed
Semi clique-ish, generally by number of posts or location of poster (Britpack, Yankeepack, Beaverpack (Canada), etc.)
Time and the potential of misinformation

Gamma World example:

Restorationists
Cryptic Alliance
Chapters all over Meriga
To restore the technology level of Gamma Terra.
Control the technology and knowledge gained by members.
Unknown, at least 10,000
Gain access to some technology- more valuable stuff can be purchased
4 different ranks- diggers scavenge and trade, homebodies organize diggers and collect materials from them, examiners study technology and leaders use political power to run the CA
Must turn over all advanced technology and knowledge, failure to do so results in imprisonment or bannishment if the CA controls the local community

What organizations do you have in your setting?
Priest Nov 28 2005, 16:04 Group: Heroes, Thread Killer Quote Post
I have a bunch in the new setting I'm working on ... that template could come in handy.


* Tunari Trade Guild

* Trading Union, Trade Legislation Body

* Outer Rim Territories

* 1. Establish Trade Routes in Outer Block
2. Ensure Security for Trade Routes
3. Gain Autonomous Status

* A. Achieve Representation in Senate
B. Promote research for the advancement of Trade Technologies
C. Establish Envoy to Foreign Trade Nations

* Registered Members: 2.65 million

* 1. Protection for shipments
2. Shipment Insurance
3. Low-Interest Financing
4. Ability to Trade in Tunari Controlled ports
5. Discount on Trade Duties

* Member: One time $50,000 donation, $2,000 annual dues
Full Member: One time $200,000 donation, $8,000 annual dues
Associate: One time $1,000,000 donation, $20,000 annual dues
Partner: One time $10,000,000 donation, $100,000 annual dues
derek_holland Nov 28 2005, 23:13 Group: Heroes, Master of Mutant Creation Quote Post
Maybe it would be better to have benefits and costs for each rank?

And add allied organizations (if any) and opposing organizations (if any).

Any other things to add?
gustafer Nov 29 2005, 21:17 Group: Heroes, The yellow King Quote Post
My group have just started playing a combination game. Alternity/ warships/ and Alternity based mechs. The houses would shape up alot better if I followed a template.
Priest Nov 29 2005, 21:27 Group: Heroes, Thread Killer Quote Post
Now that I think about it, Assets (Fluid, as in the org's warchest) and Capital (holdings, employees (not members), military/security) might be good addons too.

For larger organizations it might be best to use qualitative appraisals of those categories though.

This post has been edited by Shadow_Priest on Nov 29 2005, 21:35
derek_holland Dec 3 2005, 22:47 Group: Heroes, Master of Mutant Creation Quote Post
Okay, now we have:

Name
Description
Geographical Reach
Primary Goal
Secondary Goals
Assets
Capital
Membership/Employees (the number)

Benefits of Joining (for each rank)
Costs of Joining (for each rank)

Anything else needed?
JSM3050 Dec 4 2005, 03:44 Group: Heroes, Beyond Level 20 Quote Post
Left off allies and enemies.
derek_holland Mar 7 2006, 13:47 Group: Heroes, Master of Mutant Creation Quote Post
Name
Description
Geographical Reach
Primary Goal
Secondary Goals
Assets
Capital
Membership/Employees (the number)

Benefits of Joining (for each rank)
Costs of Joining (for each rank)

Benefits of Contacting- this is new and relates to why the heros would want to use the organization's resources without joining. This will always be less than the benefits of joining the upper ranks of the organization, but may be more than the benefits of the grunts.
Costs of Contacting- usually this will be money, but there can be other ways of paying for services.

Allies and Enemies
derek_holland Mar 8 2006, 13:13 Group: Heroes, Master of Mutant Creation Quote Post
Here is another important addition that makes joining even more desireable for players:

Name
Description
Geographical Reach
Primary Goal
Secondary Goals
Assets
Capital
Membership/Employees (the number)

Benefits of Joining (for each rank)- these use the social status rules
Costs of Joining (for each rank)

Benefits of Contacting
Costs of Contacting

Allies
Services Rendered- goods and services done for free because of the alliance
Services Purchases- goods and services sold at a discount because of the alliance. Note that this could be a way to get g & s that are not accessable to the public. Also note that bureaucracy, with penalties, may help in getting g & s from allies of allies. Joining the right organization can cast a wide net for the heros.

Domains- these are for powerful groups only. They determine who has power over whom (think FBI vs local law enforcement). Different skills are needed to use this. Treat them as allies, except they will be either really helpful or really not depending on how the two organizations feel about each other.

Enemies
derek_holland Mar 9 2006, 15:02 Group: Heroes, Master of Mutant Creation Quote Post
A GW example using the 4th edition region and cryptic alliances.

Name: Restorationists

Description:
This cryptic alliance is made up of those who want to bring back the old world and its technologies.

Geographical Reach:
Restorationist communites and facilities are found all over Meriga.

Primary Goal:
To discover or develop the technologies used by the Ancients before the Final Wars.

Secondary Goals:
Political and military control of regions for the betterment of those living there. "We know what's best for you."
To prevent the use of destructive technologies by alliances such as the Knights of Genetic Purity and Zoopremists. Some restorationists ignore this goal and work with such alliances. The only exception is the Red Death.

Assets
Almost every type of technology the Ancients used, though many of the most advanced items are in poor repair due to ignorance.

Capital
Almost all factories found in Meriga are owned or run by restorationists.

Membership/Employees (the number)
~ 2500 in this region, ~250,000 across Meriga

Ranks:

Worker (level 2-3 social status)
Benefits of Rank: Paycheck, access to minor artifacts, protection in restorationist dominated communities, education for self and family, may advance in rank
Costs of Rank: 50-80 hours of work per week

Overseer (level 4 social status)
Benefits of Rank: as above plus additional access to minor artifacts and 2% discount on purchasing restorationist goods
Costs of Rank: 40-60 hours of work per week

Examiner (level 6-9 social status)
Benefits of Rank: as above plus access to major artifacts and vehicles, 5% discount on purchasing restorationist goods, access to workshop outside of work (ie they can work on items for themselves or authorised sale), may advance to reseacher
Costs of Rank: 40-80 hours of work per week plus occasional field testing of artifacts built

Scrounger (levels 4-8 social status)
Benefits of Rank: Access to minor and major artifacts, 8% discount on purchasing restorationist goods, 5000 domars of goods relating to task and access to advanced artifacts if the task requires it.
Costs of Rank: Must obey managers and higher level people, tasks relating to the dicovery of Ancient information or artifacts, 2-4 months per year of work due to tasks

Manager (level 11-12 social status)
Benefits of Rank: As above plus control over factory workers and techs.
Costs of Rank: 40-50 hours of work per week

Researcher (level 12 social status)
Benefits of Rank: As technician plus access to minor, major and advanced artifacts, 10% discount on purchasing restorationist goods, 10,000 domars of free goods and housing and oversight of technicians.
Costs of Rank: 50-80 hours of work per week plus must work in groups of 3 or more and community planning

Leader (level 15 social status)
Benefits of Rank: As leader of a region or more, access to everything the restorationists could obtain
Costs of Rank: Life devoted to leading.

Benefits of Contacting:
Artifacts, both ancient and new, and knowledge which may be purchased or traded for.

Costs of Contacting
Many items can only be traded for ancient items discovered in the ruins of the old world.

Allies

White Hands
Services Rendered: Minor healing, assistance with healing artifacts and ancient knowledge.
Services Purchased: Other healing, though it may be at a discount depending on if the restorationists support a local hospital.

Ranks of the Fit
Services Rendered: Defense if needed at the moment.
Services Purchased: Soldiers, laborers if needed for major tasks such as bridge or dam building.

Peace Brigade
Services Rendered: None. As an independant splinter group of the restorationists, they don't provide anything for free.
Services Purchased: Construction material and laborers.

Domains
Archivists
Followers of the Voice/Programmers

Both can be dominated by restorationists who have access to robots or computers, respectively.

Enemies

Seekers (obviously)
The Created
Knights of Genetic Purity
Zoopremists
Red Death
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