Is there an example for what happen depending on the advancement in the threat and corporation clock?
Is there an example for what happen depending on the advancement in the threat and corporation clock?
Is there an example for what happen depending on the advancement in the threat and corporation clock?
OK, I was gonna give it half the day to see if anyone else wanted to respond, because I seem to be talking a lot here. Comment to follow!
Corporations, p182, has example Corporation moves.
Threats, p184, has example Threat moves.
“If a Corporate Clock is
above 2100, that corp is actively looking for the characters; maybe you should complicate the mission by throwing in a third party? Remember your agenda!” -p172
Those give us a hint for how hard a move to make at each clock level. Use the corp moves from p.182 or make up your own. See the “Vampyramid” post I made a while back for more threat response moves. Choose lower level responses for lower clock levels.
The short version, based on the book’s guidance, best I can tell:
1500, 1800: Decide what the corps know. Make a move offscreen. Let the PCs see the move at a distance. “Hey, Razor? Someone called here asking around about you.” “Uh, thanks Beans. Who was it?” “Didn’t say. Sounded real corporate. Just wanted to know if there was anyone matching your description. I told ’em to fuck off, natch.” At 1800, the corp probably knows their names, goals, common hangouts, and methods.
2100: They take action, but use soft moves. Make moves offscreen. They hire or double/flip a PC’s contact. They send a threatening but deniable email. They steal your identity and start damaging your rep (-1 Cred for one or two PCs). At 2100, the corp probably knows their contacts, enemies, electronic identities, and gang affiliations.
2200: Soft moves, but tougher. Have them make a PC’s contact try to slip them poison. Have them send drones to the PCs’ favorite bar. Have them burn down the PCs’ safehouse. Serious reputation smearing (-2 or more Cred for all the PCs). At 2200, the corp knows most things about them, except the secrets they keep from each other.
2300: Things get physical and direct. Hard moves. If a player misses a session, kidnap their PC and have the others come rescue them. Have the corp hire runners to assassinate them, or send security goons for “reconnaissance in force” to see where the team goes to ground. They should be afraid for their lives constantly, but not running for their lives constantly. (That’s 0000.) At 2300, the corp probably knows them better than they know themselves.
Jon Lemich Awesome! I did check the book but I found it very vague. My first draft was much harder than what you wrote. I’ll redo it. No point in making it too hard.
Which beg the question : do you have any suggestion for the threat clock? I’m also taking a stand at it.
Marc-Alexandre Dube Threat clocks are up to you. The only real guidance I’d give is that 2100 should be when the stakes go up considerably.
You can make them like Monster of the Week countdowns, where they’re the very specific things the bad guys would do if the PCs didn’t get involved, but once the PCs get involved, they’re set aside until the bad guys get a chance to regroup (which they won’t because there are PCs interfering now).
You can make them like Corporation Clocks where they’re ideas about the sorts of things that might happen.
You could make them like Dungeon World Grim Portents where they’re things that WILL happen when the clock gets to that point, and if the PCs change things, the clock has to change.