Creating a Game (Part 12) - Global and Local

One of the closest analogues I can think of or this game is "Werewolf: the Apocalypse", where primal warriors with cultural lineages fight against a global environmental meltdown driven by an evil global corporation called Pentex, and dark sinister forces from the spirit world are fueling the fight to destroy the world as we know it.


I'm thinking there needs to be some kind of global antagonist for the setting, a shadowy conspiracy that either knows the truth about the Scarecrows, or has enough evidence that it will piece things together soon. This adds a degree of threat to the stories, and such an organisation in the game helps to serve as a measure to prevent players from giving their characters too high a profile.  

This isn't the type of group that can be confronted head on...but it shouldn't be a no-win scenario forthe scarecrows either. I'm thinking that this mysterious corporation is a bit like an "Umbrella Corporation" from Resident Evil, the "Shinra Electric Corporation" from Final Fatasy, or "Weyland Yutani" from the Alien franchise (although it has spilled into other popular culture franchises). The corporation has grand goals and is fighting a war on multiple fronts, it has politicians in its pockets, scientists pushing the envelope of technology (beyond moral and ethical means), and paramilitary soldiers who act as corporate security operating in grey areas outside the law. The majority of the company is shell corporations and fronts, it makes it's money from factories, retail chains, media streaming services, bankers, insurance brokers, and almost everything that conspiracy theorists believe is wrong with the world.

Driven by a combination of corporate greed, and spiritual defilement, the corporation has massive plans on a global scale. It focuses on the big picture, and anything like the scarecrows are just a minor blip on its radar. At a local level, individual operatives and teams of troubleshooters may know about the scarecrows, but they'll generally be considered crackpots and lunatics. Head office could send money, reources and equipment to confront the scarecrows, but the accountants and analysts want evidence before they commit. Instead, the front line members of the company are sent nebulous goals, such as claiming an area, kidnapping someone, or corporate espionage. The area could be home to a scarecrow, or some kind of mystic site (claim it to gai power for the corporate overlords, or desecrate it to prevent their enemies gaining power). The kidnapped person could be bonded to a scarecrow, or could have information vital to a later plot-line. The corporate espionage might seem to have nothing to do with the scarecrows, but it might affect people and places the scarecrows do have connections to.


The corporation should generally find the gothic elements of the setting just as mysterious as the scarecrows...just other elements of strangeness that cause problems with their plans. Note that the members of the corporation probably don't consider themselves evil, they just percieve dangers in the world and want to bring "stability" and control. Enemies of strangeness are not a monolithic antagonist, there are just towing the party line, maybe as bullies, maybe to avoid being bullied. Individuals in the group might want power within the corporation, or a chance to gain wealth in the wider world, but there's also a chance that a specific individual might be a decent person trying to bring down the company from within.

The majority of stories within "Bustle in your Hedgerow" should probably not be about this sinister global corporation. They should probably be about local issues, local people, and local places. However, a shadowy organisation acting as a backer can serve as a foil for certain elements of strangeness that don't fit the mould of the gothic (or explain why local gang members suddenly have access to military level weaponry).



But what name? 

 



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