I have a question about the mission structure and between-mission stuff: Within a mission, I love the two main clocks acting as a looming threat/ impetus to move forwards, but so many of the mechanics are intertwined with these clocks that I’m not sure how to really run between-mission stuff.
For example, my players have had their mobile home base captured by a corp task force, they have some NPCs that are getting annoyed with them, and one of the factions that they’re closely associated is undergoing some internal turmoil. Do I just kinda start the next mission and have them deal with these things as part of the legwork, or is it OK to have a session or two outside of the rigid mission structure?
If I can run stuff outside of the mission structure, how do I properly GM this game without having an action/legwork clock going? Should I treat it like apocalypse world and just kinda have threat clocks for everything? (I thought they were supposed to track much broader-scale threats)