Originally posted by NeoTiamat
View Post
1) Starting your own organization is somewhat tedious and slow. A PC group of five players in a coterie/pack/cabal/etc. need to all get Status 5 that only applies to their own small group of five people (essentially having no function until they've all invested it) and then then need an Advance to actually be able to do anything (and you never really say what happens if a Rank 0 or 1 organization doesn't get an Advance since they, by the rules, need zero Reverses to deteriorate). And then you get pretty much nothing that you couldn't have gotten by buying other Merits directly/Status in existing organizations. You have to push to Rank 3 or 4 to really have enough oomph behind a PC organization to see a real return on the effort. That's a minimum of six consecutive Advances (which seems rather difficult to actually pull off and means at least six full adventures of game play).
2) There is a lot of tracking to do for a single organization. As a player who is liking to be running one or maybe two over time, that's not a big deal. But if I were running the game, I'd need to stat up every relevant organization for the players' organizations to interact with. Even if it is just a quick Rank/Reach/Grasp rating, I need to add that to every significant organization in the area, or the PC organizations can't interact with them via this system.
3) It puts a pretty big disincentive towards having multiple overlapping organizations that a character belongs to. In a normal game a character could easily have their PC group, a mundane organization, and multiple larger level supernatural organizations they belong to. A Guardian Moros detective has his cabal, his job as a cop, his Order, and his Consilium to deal with. That's four organizations they need to track the benefits/drawbacks for, and four organizations constantly pressuring them into various things. If this mage wants to make a name for himself in the Consilium by getting it Advances, he's probably going to have to put aside pushing for Advances in the other groups and hope that someone else manages in his place. If it looks like his cabal might take a Reverse (which they really can't afford), he could avert it, but he'd lose all his progress on the Consilium unless someone else manages to push for an Advance (but that also means he's giving up any social gains and someone else is getting credit for taking over his hard work).
I guess I just don't see the net benefit here. It isn't that the systems are bad, but the work for implementing them seems to not be worth the benefits they provide. It removes a lot of the focus from the players and their characters to put it instead on organizational maneuvering (and it seems painfully easy for said maneuvering to be taken out of their control by either being in someone else's organization and not being able to stop another group from costing the whole a Reverse, or running a big show and dealing with underlings causing Reverses).
If I wanted to run a game where the PCs hand climbed up the rungs and are running the show, I don't think I would use this over the Primacy rules in Damnation City generalized to a wider range of organizations. It keeps the game about the characters and their control over the local organizations rather than moving the game from being about the characters to being about the organizations they belong to.
Comment