You are the Company.
Behold and quake with trepidation: a new way to play everyone's favorite sci-fi horror RPG, Mothership, with a dark corporate twist. In this initial public offering, I'll extend extensive mechanics, tools and advice for players to assume the roles of high-powered Company insiders.This is Anti-Mothership: Players trade in their traditional victims of economic horror for corporate agents of moral horror, vested with political and narrative authority so potent it extends into the ludo-structure* (and even outside the game!?). Suck players in with fun, silly and surreal LARP-inspired gimmicks; as they sink deeper into Company culture and privilege, will they find it within themselves to crawl out?
*Even the Warden is beholden to the Company.
Definitions
- MEGACORP:
It's what I'm calling the thing you're reading right now! A blurred line
between Mothership campaign framework and Panic Engine system-hack.
- Operators:
Player-characters in MEGACORP (used both individually and collectively).
Elite corporate fixers deployed to the field. Equivalent to Mothership's
"Crew."
- The
Company: The corporation employing your Operators. May refer either to
the parent megacorporation at the heart of Mothership's corporate world or
the specific subsidiary on the Operators' paycheck.
- Moral
Horror: When players take morally disquieting actions; complicity.
ALSO: The situations from which said actions arise, ramifications of said
actions, a broader context of ethics under capitalism. Tough choices and
moral dilemmas, lesser or greater evils.
- LARP: Live-action roleplaying. It happens when tabletop roleplayers stand up.
Credits
- Writing:
Ian Yusem (me)
- Patch
Designs and Graphics (not the terrible looking ones): Will Jobst
- Brainstorming
Internship: Emily Weiss
Table of Contents
- Moral
Horror and Buy-In
- Safety
Tools
- Secure,
Silence, Satiate: Demand EVERYTHING
- Mechanics
Wanted (No Experience Necessary)
- Workplace
Stressors
- Class
Concerns
- !!
NEW SKILL UNLOCKED !!
- Corporate
Onboarding: Your Place in the Office
- Corporate-Approved
Patches!
- Company
Slogan
- Terms
of Your Employment
- Executive
Perks: Company Assets
- Allocated
Materiel
- Mission-Adaptive
Surgeries
- You've
Been Promoted to Chief Narrative Officer!
- Paradigm
Shift
- The
Loyalty Card
- LARP
LARP LARP LARP LARP
- [Ad]venture
Capital
- Now
Hiring: Useful Modules
- Adapting
and Prepping Adventures
- The
Office
- Office
Locations
- Everyone's
Favorite Coworkers
- Workspace
Intrigue
- WHO
IS THE CEO!?
- Exit
Interview
Author's Aside: This is a toolkit! Pick the resources you like, cut the ones you don't; build your own MEGACORP campaign. I intentionally overburdened this post with more materials and ideas than feasibly usable by any one Warden.
MEGACORP Bare Essentials
If you're going to use any mechanics or resources from this
guide for your home game, choose these (the thematic core):
- Workplace
Stressors
- Company
Slogan
- Corporate Materiel
- Paradigm Shift
Moral Horror and Buy-In
WHY MORAL HORROR?
As a deeply political game, Mothership often flirts with morality as a component of its horror — where corporate jobs make players complicit in the Company's violence, and the choice to save NPCs from nightmarish predicaments is always optional.
This corporate campaign framework leans all the way into these moral choices and offers players the opportunity to explore the other side of Mothership's proverbial socioeconomic coin: unencumbered by financial hardships, blessed with tactical supremacy. Come scratch an itch you probably shouldn’t; revel in the filth of your own depravity.
THE WARDEN'S ROLE
Unlike your typical Mothership experience, our evil-campaign Warden does not wield the corporation against players (it's their Company). Nor should the Warden push players toward evil; that is the players' own right, privilege and pleasure. Let them explore (im)morality at their own pace.
CONFRONTING MORAL HORROR (THE PATH TO GOOD)
When is it too late to go back? What does it look like to try?
In standard Mothership, PCs struggle to survive against all odds; here, corpos mired in status and comfort grasp at faint remnants of their moral compass. Fledging their gilded cages means abandoning all corporate privileges, mechanical and fictional, and resuming normal (miserable) life.
Would you like to know more? See: The Loyalty Card.
MEGACORP PLAYER QUALIFICATIONS
Players must be highly self-directed, as impetus for moving play forward falls to the empowered. Play leans more toward narrative gaming in the grand Forge* tradition, however: don't sweat it if players have little "storygaming" experience. Your OSR*/NSR*/WhateverSR-heads will abuse the narrative tools like cheat codes, and that's good too!
The idea of playing scumbag corpos may lodge firmly in the moral craw of many players (and good on them). So don't even consider playing this if anyone in your crew seems hesitant — "but the bleed-heavy LARP mechanics are a systematic metaphor for corporate oppression" will resonate only with deeply jaded horror sickos.
*If these words mean nothing to you, keep it that way.
Safety Tools
Speaking of dubious moral content:
ALWAYS PLAY MEGACORP WITH SAFETY TOOLS!!!
Moreso than standard horror games (which already definitely need them), safety tools like Lines and Veils* and the X-Card* are desperately required here — not to mention content warnings.
Others have advocated for use of safety tools far better than I can, but here's my elevator pitch: Safety tools enable roleplayers to navigate dark and uncomfortable topics by giving all players agency over content included at the table. Through mutual trust and informed consent, we probe deeper into the black void that is the human condition.
As the Warden: be proactive to work safety tools into the natural flow of play. Judiciously deploy the tools yourself to break the barrier of entry for your players. MEGACORP is more than a little close to home, keep an eye out for each other.
*Look these terms up if you're unfamiliar, they and many other great safety resources besides abide on the world wide web.
Secure, Silence, Satiate: Demand EVERYTHING
Like Mothership's classic Survive/Solve/Save triumvirate, we
have our own villainous maxims:
- Secure:
Protect the company's interests.
- Silence:
Prevent the incident from leaking.
- Satiate:
Pursue self-interest and gratification.
We omit Survival intentionally because it is assumed (by the Operators). They are inevitable, invaluable, non-expendable… right?
Players Should…
- Strive
to achieve all three S's in every mission: anything less may reflect
poorly on your quarterly evaluation.
- Be
bad! Seize any and all opportunities to make others' lives worse for
corporate gain.
- Be
human. Demonstrate flaws, idiosyncrasies, vices, and your personal agenda
for all the table to see.
- Use
every asset at your disposal, then push the Warden for more. You are
the Company.
- Bind
NPCs with obligations: debts, favors, blackmail, corporeal litigation.
- Dare
to flirt with hubris.
Hostile entities and inexplicable phenomena are merely assets to be seized and studied; the true problem, your worst nightmare, is the labor getting in your way.
Mechanics Wanted (No Experience Necessary)
Additions and deviations from standardized Mothership regulations: concerning Stress, Classes and Skills.
Workplace Stressors
All Mothership Stress and Panic rules remain in play. However, we do have a few… mandatory addendums.
Corporate Trauma Response*: Gain no Stress when witnessing human suffering or otherwise experiencing empathy.
*In addition to, not instead of, your class's Trauma Response.
GAIN STRESS WHEN…
- You
suffer a professional setback: personal embarrassments, checked power,
loose ends.
- You
take damage: you weren't prepared to dirty your hands or consider your own
mortality.
- You fail to indulge your vice(s) regularly.
PANIC WHEN…
- A
core mission objective slips irrevocably out of reach.
- Confronted with the Company's ultimate fallibility.
Class Concerns
There's only one unbreakable rule in MEGACORP: THE TEAMSTER CLASS IS BANNED!
As tragic working class hero, card carrying unionizer, and everyone's favorite girl Friday, Teamsters are of course enemy #1. With this no-good troublemaker out, who can we find to fill the position?
When using core classes, consider what role they play in an
elite corporate context:
- Marine:
More officer than grunt, politically connected Company marines may command
a personal squad of stim-popping killers (~3 NPC followers). Marines
liaise with other Company military assets, like fleet bombardments and
extraction teams.
- Android:
Even among insiders, the Android's connections run deepest. You may
have a personal relationship with or be a fork of whatever fell sentience
lies at the heart of the Company. You probably know everything there is to
know.
- Scientist: You invented something so critical to the Company's operations, they may actually need you more than you need them. The scientific world is your oyster.
While there's nothing wrong with limiting class options to
the terrible three (see above), suitable products are available to round out
your evil lineup:
- Agent:
Found in the eponymous pamphlet publication by Anodyne Printware, this
corporate espionage specialist acts as the team's hands-on fixer.
Practical, expendable.
- Lawyer:
Likewise published by Anodyne (me), Breach of Contract contains a
corporate attorney class. While BoC postures Lawyers as fallen angels,
suitable for slotting into a low-life Mothership crew, ours are loyal
corporate commissars: equipped to treat with external parties and
entities.
- Executive:
Tuesday Knight Games previously teased their upcoming 5th official class
with some new, appropriately corporate skills (like "Management"
and "Sales"). You can find it in the official Mothership Discord
server by searching "WIP executive class" (look for someone
named "seanmccoy"). Hopefully for you future readers, this
already exists in final form.
So you don't have to buy an entire book just to see what the Lawyer Class is about, here are its pertinent mechanical stipulations:
BONUS LIST: D&D Class Comparison Chart
- Half-Elf:
Executive
- Dwarf:
Lawyer
- Orc:
Marine
- Night
Elf: Android
- Goblin:
Agent
- Wizard: Scientist
!! NEW SKILL UNLOCKED !!
All corporate PCs gain access to Corewise when allocating bonus Skills. In practice, Corewise allows players to dictate shifts in elitist culture — with potentially drastic setting consequences.
Corewise (Expert Skill):
Prerequisites: Art/Theology/Athletics. Advancements:
Command/Xenoesotericism.
Capacity to present one's self as a practitioner of taste and authority; familiarity with Corespace trends and politics.
Breach of Contract addendum: The Lawyer may choose Corewise in lieu of Rimwise (must choose Prerequisite Trained Skill as bonus).
Corporate Onboarding: Your Place in the Office
Session zero tools and prompts for situating your characters in the corporate world.
Corporate-Approved Patches!
- "Sleep
Is For The Cryofrozen"
- "COMPANY
PROPERTY // DO NOT DISTRIBUTE"
- "Executive
Toy" (Kissy Lips)
- "CEO
In Training" (Larva)
- "MANDATORY
UNIFORM EMBELLISHMENT"
- (Anthropomorphic
Scissors, Red Tape)
- "Who
Will Stop Us? / Executive Retreat XX25" (Palm Tree)
- "This
Is My Capitalist Face" (Anime Girl)
- "Not
Just You / Everyone You Know"
- "I Love My / CORPORATE WIFE / Who I Met / ON THE JOB / Where We / FORCE MULTIPLY / And / SHIFT THE PARADIGM"
Company Slogan
Create a Company slogan or memetic touchstone with your
party before the session; a catchy office saying that you just can't help
repeating and repeating and repeating….
- "That's
not appropriate workplace conduct."
- "A
win is a win."
- "Let's
keep things apolitical."
- "Thought
leaders don't cry."
- "I'm
just looking out for the shareholders."
- "There's
always voluntary redundancy!"
- "Could
we be thinking bigger?"
- "Have
you heard the good news?"
- "Yes,
this is ethical."
- "You
are like a [father/mother/parent] to me."
After players create or select their slogan, count down to your inaugural group cheer. Then do it again, "I can't hear you!"
In an ideal world, players will perpetuate the slogan as a running gag throughout your session(s) — vying against each other for best comedic timing. If players don't pick up the phrase naturally, repeat group countdowns as needed.
Terms of Your Employment
!! BONUS CONTRACT !! BONUS CONTRACT !! BONUS CONTRACT !!
IT'S IN A GOOGLE DOC! LINK HERE!!!
What's this? An employment contract written by actual attorney Emily Weiss of Picket Line Tango and Breach of Contract fame? …am I dreaming?
Like with the BoC originals, this document serves dual
purposes:
- A
fun little handout prop to immerse your players in the world of corporate
bureacracy. In other words, support the LARP.
- A
reference sheet of professional perks and employment conditions. Of the
latter, Wardens should note Section II: requiring Team members take
initiative to bring in new business (IP and subsidiaries) quarterly.
Players shall be left to manage their own perks.
If you're brave, consider allowing players to write-in an additional perk or two before signing (within reason and tone). Premium management demands the best from their compensation package, after all.
Executive Perks: Company Assets
The players are agents of change, not desperate survivors or victims of fate. Equip them appropriately.
Allocated Materiel
Before each deployment, players roll, choose or invent up to three (3) substantive widgets to use at their discretion. Materiel should feel "overpowered" — game-breaking, world-shaking. This is not your Mother's loadout.
- 500mcr
incidentals fund.
- Jump-3
executive transport ship fully loaded with all means of sin.
- Key
NPC's family member, as prisoner.
- Programming
override code for relevant android or AI.
- Backup
sleeves hibernating on site (1/PC), receiving constant memory upload.
- Terraforming
pylon. Controls weather on continent scale, planets habitable in 25 years.
- 20
networked baboon soldiers, understand basic commands [C:20 Dorsal Mortar
3d10 DMG I:15 W:1].
- SCUD
program ordinance (sentient nuclear payload, perfect tracking).
- Unthinkable
airborne virus (sealed) and 6 doses antidote.
- Gun®.
Kills what it shoots.
If players request additional corporate assistance mid-mission, if feasible, the answer should be yes. Reward creativity — they have the resources of a megacorporation at their backs. Such supplementary assets take 1d100 [+] days to reach the Team unless already established as in-system.
Mission-Adaptive Surgeries
"Congratulations! You aren't required to consent!"
- Doppelganger
facelift (as key NPC).
- Fatty
compound internally cooks limb for emergency rations (tingles pleasantly).
- Auto-cryosleep
(mucous cocoon).
- Pre-coagulated
blood.
- Total
organ replacement from preternaturally lucky donors.
- Pain
receptors neutralized.
- Four-legged
ambulation.
- Sleep-inducing
functions cauterized.
- Photosynthetic
graft.
- Advanced++
metastatic cancer. You have 72 hours to live (your given notice).
You've Been Promoted to Chief Narrative Officer!
The #1 most important thing to remember while playing: this isn't a roleplaying game, it's a LARP. The further you can push things away from usual roleplaying dynamics (and even into the real world), the better. Needless to say, MEGACORP works best for in-person play.
Paradigm Shift
Narrative superpowers up players' sleeves — mechanical representations of their characters' political status. The rich play a different game than you and I.
Each player starts the campaign with 1 available Paradigm
Shift, refresh when you…
- Crush
a soul utterly under the Company boot.
- Burn
a $20 bill in real life.
- [insert your own refresh condition here!]
PARADIGM SHIFT EFFECTS:
- This
here NPC is a Company plant (cannot be a primary mission target).
- Advance
time up to 24 hours. The Warden summarizes elapsed events.
- Change
a word in a contract or other document.
- Induce
a faction to act decisively, according to their current ambitions.
- Summon
a friendly dropship, no matter how improbable.
- Restrict
the Warden from saying a word of your choice (for 15 minutes).
- Confirm
a pre-existing conspiracy or rumor, birthed into reality.
- Set
a timer for 30 seconds. You may look at the module until the timer is up.
- A
dwindling or scarce resource immediately runs out (e.g. air, food).
- OFFICE PARTY!!! Session pauses for 10 minutes. In real life, dance or play a party game.
Pluck more ideas from player brains between sessions.
The Loyalty Card
Using this optional tool, we represent PCs' internal moral
compass with a simple physical chit (one for each player):
- On
one side: "LOYALTY"
- The
other: "DOUBT"
All cards begin showing LOYALTY. Flip your card to DOUBT when you no longer feel absolute loyalty to the corporation. This signals to the remaining players that you've gone a bridge too far — you can't keep doing this.
If everyone flips their card to DOUBT: the Team resigns from the corporation. You are excommunicated, cut off from all assets and perks, and potentially in grave danger (see Employment Contract). You're a normal Mothership Crew now.
CEDE ALL NARRATIVE AUTHORITY TO THE WARDEN!
ONCE MORE INTO THE ECONOMIC HORROR BREACH!
Fellow corporate operators smell disloyalty on you like
stale sweat: the first to flip their Loyalty Card immediately exposes
themselves to liability (everyone else in the party is still LOYAL):
- They
could exploit you: keep tabs, manipulate, blackmail.
- They
could betray you, severing the liability.
- Perhaps most terrifying, they could join you.
BONUS LARP SUGGESTION: Fuck around with your Loyalty Card! Mar, tear or burn the card to hint at your Operator's inner turmoil without resorting to the irretractable flip. Record notable ethical [mis]deeds on the LOYALTY face for posterity — like an extension of your character sheet. Express trust by lending your cards to other players. Go nuts with it!
LARP LARP LARP LARP LARP
I can't reasonably flesh out every deranged LARP idea I had for this blog post without driving myself to monetization, so I'm leaving you some half-baked nuggets. Use them if you dare!
DISCLAIMER: I know that LARPing and ~Story Gaming~ are not the same thing, I'm intentionally conflating them for comedic effect. Don't @ me! P.S. I play and enjoy both.
Tangible LARPing Accoutrement
- Get
up and move around! Concoct secret plans with fellow players,
negotiate privately with the Warden for personal gain, arbitrate outcomes
with tests of strength, dexterity and wit instead of dice.
- Dress
up! Wear formal business attire for your sessions. Use character
nametags.
- Play
muzak! For extra fun, roll intermittent ads (turn off your adblocker
and/or log out of Spotify).
- Adopt
real-life corporate jobs!
- HR:
Bring snacks and drinks.
- Secretary:
Record the minutes.
- Freelance
Artist: Fashion handy props during the game. Don't forget your crafts
supplies!
- Treasurer:
Pay out actual currency (small change) to fellow players as reward for
cool plays.
- Middle
Manager: Enforce slogan/catchphrase usage.
- COO:
Maintain the horror atmosphere: jump-scare fellow players when they least
expect it.
- Intern:
Play nude, exposed to raw corporate greed [JOKE ALERT! NOT FOR HUMAN
CONSUMTPTION!]
- …other
stuff!
- Fuck shit up, nerds! Get freaky in this thing!
Put More Story in Thar
Worldbuilding prompts!?
To help players feel more ownership of and responsibility for the Company, you may wish to host a structured, prompt-based worldbuilding jam before (and/or between) sessions.
Who is the Company? What's their aesthetic? What evil might they do in the world (and what good)?
Intra-party conflict!?
In true corporate fashion, players could violently jockey against one another for fiscal position rather than working together as one big happy capitalist family.
You might best accomplish this via establishing venemous character bonds before play, rolling out conflicting secret objectives, and/or designing some sort of mechanical PvP subsystem (involving Stress?). See Who Am I (Corporate Gossip Edition!) below for a silly tool in this vein.
Narrative overhaul!?
The Paradigm Shift idea only barely scratches the surface of player-driven narrative authority (as political metaphor). If you want more, I'd start by looking at the give-and-take Move mechanics and location/concept-based "character" sheets from Belonging Outside Belonging games. Imagine the players taking actions as "Company HQ" or "The Subjugated Masses." Wow!
The issue lies in marrying these narrative systems harmoniously with Mothership's core rules, and retaining some of that NSR problem solving we want from Evil Mothership gameplay. It's tricky, but conceivable.
Maybe I'll tackle this conundrum as a PRODUCT someday.
Who Am I? (Corporate Gossip Edition!)
Stick an index card on every player's forehead (or elsewhere
on their person, where'er they can't see). The card lists personal gossip about
their character, as conceived by another player. All other players act as if it
is true, and you heal 5 Stress if you guess yours during the game. Example
ideas follow:
- Mole
- Pacifist
- Incompetent
- Toupee
- C-suite's
child
- Smothers
doves
- Contagious
- Secret
android
- Secret
reptilian
- Bad kisser
IMPORTANT NOTE: The above is the least serious, silliest, most impractical idea in this post. Don’t use it, probably.
[Ad]venture Capital
The above stuff is cool and all, but of course we need good old-fashioned Mothership adventures to make it all work. Let's explore together which kinds of adventures work best, and how to adapt them for MEGACORP-style play.
Now Hiring: Useful Modules
Unlike Mothership's wily, minute-to-minute scramble for
survival, MEGACORP gaming encompasses a broader perspective and more ambitious
scope. When players might level a planet on a whim; claustrophobic
ship/facility dungeon crawls are far too small a pond to play in. Look for
these qualities when selecting adventures:
- Substantial
setting size: stations, colonies, whole planets or systems. NPC
populations in the hundreds to millions.
- Emphasis
on social conflict and intrigue. Avoid solitary creature features, except
perhaps as a twist or change of pace for unprepared and unsupported
Operators.
- Big
problems, well beyond the reach of a standard Mothership crew: alien
invasions, war, pandemics, religious schisms. Things that might be
contextual backdrops or forgone timeline calamities in Mothership become
achievable objectives in MEGACORP.
- Of interest to the Company: opposition to be quelled, revelatory technology to be harnessed.
Sample Adventure Recommendations
- A
Pound of Flesh: Muscle in on Golyanovo II Bratva. Usurp Yandee.
Stabilize the Dream.
- Gradient
Descent: Bring Monarch to heel. Re-open Cloudbank for business.
- Owe My Soul to the Company Store: Infiltrate Isotelus, pocket the winning faction.
- Picket
Line Tango: Break the blockade. Acquire and pacify the colony,
useful assets.
- Hull
Breach Vol. 1: Pick a lowly Publico subsidiary as your Company and
climb the pyramid OR wage war on Publico as an outside competitor.
Manipulate Publico's internal politics (see Company Pyramid) and sector
crises to your advantage. Leverage of individual articles might entail…
- Siesta-3
Autonomous Zone: Stoke labor resistance using the rogue station as
kindling.
- WNDRLND
/ Residue Processing / Road Work: Seize or sabotage key competitor
holdings.
- Manhunt / Bones and Videotape / Hellkites / Parasite Portfolio: Weaponize and deploy xenofauna against hostile targets.
Author's Aside: Of these, I'd recommend Owe My Soul by Archon's Court Games highest as a manageably open-ended introductory adventure for this style of play (minimal adaptation needed). A Pound of Flesh and its upcoming expanded campaign resources are your best option as the main focus of longer-term play.
Supplements to Raid
- Breach of Contract: Expansive legal horror toolkit — invaluable for peeling back the hood on corporate infrastructure. Contracts as Operator ordinance.
- Agent
Class: Stylishly evil spy archetype with a mini-corporate
espionage toolkit to boot.
- Corpocrat
Dogs (Hull Breach Vol. 1): Corporate handler NPC generation
tables, must-have for expanding the Company's freakish hoard of employees
and/or embodying competitor organizations in rival operators.
- WNDRLND (Hull Breach Vol. 1): An extravagant S-Class station, potentially the Operators' home. Even more corporate NPCs and ideas to steal.
Adapting and Prepping Adventures
Most adventures will need a little elbow grease to accommodate such elite corporate Operators. Use these precepts as a starting point.
Hooks as opportunities for faction intrigue:
- Why
are they sending you to deal with this, rather than disposable
contractors?
- Why does this matter: Whose neck is on the line? How does this fit into broader corporate machinations? What happens to the Company should you fail?
Corporate objectives; more ambitious, more sinister:
- Where
a normal Mothership crew would surely founder.
- Emphasis
on open-ended, player-directed play.
- Implying ample possibilities for moral horror.
Plan for the long-term. Missions in MEGACORP might span
weeks, months or years, with loftier player ambitions resolved via
time-skipping abstractions (e.g. terraform a planet, seed a conspiracy, siege a
colony):
- What
will this place look like a month from now? A year from now? 10 years?
- What
countermeasures might a rival corporation deploy against lingering
Operators?
- Which supply and logistics problems could impact player efforts? Where is the nearest help?
Briefing Operators:
- Offer
players insider knowledge. Maps, key NPCs, anticipated threats. The
Company's eye sees much, but not all.
- Players
choose Materiel, undergo Adaptive Surgeries, consult with corporate
contacts (see The Office below).
- Encourage players to concoct a plan of action, but be mindful of session pacing. Set a hard time-limit (e.g. 5 minutes) for strategizing while you prep possible responses.
Example Objective Archetypes
Don't be afraid to turn an adventure on its head, using
typical disaster scenarios as mere staging grounds for deeper, stranger
corporate aims. Leave leeway for player interpretation and execution.
- Render
the location suitable for colonization.
- Capture
and extract the horror.
- False
flag atrocity.
- Broker
acquisition of/install new leadership in local organization.
- Profitably
harness rogue/alien technology.
- Manage
a safe and exotic corporate retreat (50+ guests).
- Open
a warp gate in the manner of our custom.
- Shift
a universal paradigm.
- Identify
the new CEO, prophesized to be in the vicinity.
- Establish
formal relations with non-human culture.
- Trial
and convict relevant undesirable(s).
- Increase productivity by any means necessary.
The Office
What is a corporation without its office? Your workplace serves as a campaign hub, replete with definitely-normal coworkers, water coolers and other workplace locales, and random events to disrupt the industry status quo.
| Yes, this is the office. |
Office Locations
- Reception.
Verdant garden of exotic xeno-flora, dangerous specimines cordoned off and
labelled. A short zero-G leap across the threshhold betrays the entire
office is air-gapped, suspended by powerful magnets. Couriers constantly
ferry drive-borne data in and out. Given the faintest whiff of intruders,
the front desk unfolds into an armored anti-personnel drone capable of
slaughtering a small army [C:90 Seeker Missiles (5) 5d10 DMG I:75 AP:20
W:5(30)].
- Cubicle
Pastures: AI-integrated, automatically organizing cubicle walls
reshuffle constantly for "maximum worker synergy." Increasingly
idiosyncratic and favoritism-prone: strands messy eaters in convoluted
labyrinths, shyly abuts budding romances. Pray it favors you come an
emergency.
- Water Cooler. Inside the tank — the office mascot, a striped eel, contorts to form single-word conversation starters. It's fine. People still drink the water (carefully). It tastes… ok.
Eel Words:
- Divorce
- Fluids
- Value
- Content
- Movies
- Dinner
- Aging
- Jokes
- Confidence
- Revenge
- Your
Personal Office!: High-tech office chair featuring deep tissue massage,
electromagnetic brain pulses, subliminal affirmations. Sitting in it feels
better than anything you ever have or will experience. Heals 1d10 Stress
between missions. Coveted by all.
- Truth
Zone. An airtight, soundproof conference room rigged with foolproof
ambient lie-detectors. The air feels chokingly close, silence buzzing
angrily in your ears. Original portraiture of shareholders glower from the
walls.
- Showroom.
New and prototype Company products available for employee trials and
appreciation. Foods, inscrutable but satisfyingly fidgety widgets, live
weaponry, substances. Lovingly maintained by gentle robot arms that
descend from the ceiling.
- Office
of Family Planning. Agents secretly manage employees' loved ones to
achieve domestic harmony. Complicit employee clients gain pacified
children, attentive spouses, prompt friends — life made seamless. Killer
candy bowl.
- Executive
Stables. Every team member recieves their very own newborn Foal when
they join the Company. Its health and prowess is representative of your
career. You have a sense your Horse will be killed if you ever leave. Race
track, dressage court included; gambling facilitated.
- Ethics Training Suite*. A veritable bowling alley of trolleys and bridges, crisscrossing like a board game. The trolleys are occupied.
Ethics Props:
- Men
- Your Horse
- Your office chair
- Puppies
- Women
- Androids
- Child version of you
- Credsticks ("DO NOT STEAL")
- Company IP (floppy disc)
- Cure for advanced++ cancer
*For added fun: Call a real-life parent during the game and ask for their trolley decision; this becomes the Company's objective moral truth. Gain Stress if you failed.
Where in the World is Your Office? You might be located at corporate HQ, an insulated cell in a buzzing hive of departments just like yours. Or you might be on your own in the commercial frontier, built like a burrowing parasite into a non-Company station (e.g. Prospero's Dream). Stick your office someplace interesting!
Everyone's Favorite Coworkers
- Hoyt
Herringbone (Receptionist). Each and every day is
"exceptional" or "special" and "don't you just
look fantastic in that little number?" Brings "pet" feral
hog Pennsylvania into work. A pretty face with zero combat
training.
- Bob
Cobb (Acquisitions). Supreme nasality, squeezed into latex several
sizes too small. Constant and embarrassing martial arts practitioner. Procures
and briefs Team on Materiel usage.
- Helga
Blum (Foreign Relations). Velvet gown with train, terrible fake accent
(Warden's worst). Degenerate bloodsports gambler, in debt to everyone. Android.
Refers Team to mission-critical contacts.
- Jai
Hooper (Fleet Manager). Tattooed to all hell. Dangerously optimistic
ladder climber: "Don't you think we could run this place better
ourselves? Let's pull a coup!" Supervises ship maintenance and
dispatch.
- Vic
the Tick (Licensed Corporate Jester). Unthinkably filthy, unsettling
dead-eyed stare. Serial arsonist. Beloved by unknown exec, untouchable.
- Uther
Necropolis (In-House Surgeon). Several extra eyes, jumpy. Mutters
insults in Pig Latin, as if no one else understands. Prefers replacing
worn bodies with fresh sleeves.
- Aramis
de la Vega (Hyperspace Oracle). Disease-proof bubble helmet, shyly
flirtatious. Sees ghosts, is very relaxed about it. Replaces need for
warp gates; prophesizes Jump malfunctions.
- Citrine
Tanaka (Human Resources). Hairless, downcast eyes (at first).
Pathological copycat. Follows you everywhere, adopts your mannerisms,
attempts to replace you. Manages mercenaries and prisoners.
- Tiffany
Le (Internal Affairs). It's pronounced "luh." Trying
incredibly hard to be your work mom. Probes for weakness, always
listening. Knows what you did. Armed.
- Byrd ("Branch Specialist"). Metallic eyes, loud affair with the Keurig coffee machine. Painfully sincere and likeable. Infiltrator android from another corporation. Mission: Collect CEO DNA.
Workspace Intrigue
Commit these random events to your office battlefield;
enriching between-mission downtime with on-brand content and corporate
drama.
- Rumored
merger with fiercest rival, delegate visits the office (your nemesis).
- Report:
Operator-championed product induces [agony] in 30% of customers. Recall!?
- Agonizingly
awkward cubicle orgy.
- NEW
POLICY! Bring your children to work.
- NEW
POLICY! Less lethal methods only.
- NEW
POLICY! Assigned a Work Wife (gender non-specific).
- Experiment
loose in the office [as Xeiram, Hull Breach Vol. 1 OR your favorite
monster].
- Product
brainstorming session. Best idea wins single-seat racing ship.
- Mysterious
pizza delivery.
- !!! DOWNSIZING !!! Lowest PC earner at risk in 1 month (track new acquisitions). :(
WHO IS THE CEO!?
Isn't that just the question? Someone could make a whole zine outta that idea! That someone could be me, if the appropriate incentives are in place…
SHADOW CROWDFUNDING CAMPAIGN RUNNING NOW!!!
- Goal:
$2000
- Here's
my PayPal: http://paypal.me/anodyneprintware
- In your payment, include the message "MEGACORP" so I know what it's for.
!! DISCLAIMER !! Sending money via the above link constitutes a one-time, non-refundable, non-tax-deductible donation and DOES NOT entitle the payer to any goods or services.
Crowdfunding Q&A:
- How
do we know what the total amount raised is? You don't.
- When
does the crowdfunding period end? That would be telling.
- Is this a joke? Pay me and find out.
Exit Interview
Blah blah conclusory sentences blah blah restated thesis blah blah. I'm tired. In my traditional fashion, I may have gone a little overboard with this post. I hope you like it.
Though it may shock you, I intend to design EVEN MORE content for MEGACORP in my next newsletter post. In that upcoming post, I'll also be extrapolating immediately applicable Warden tools and advice for using moral horror in traditional Mothership campaigns.
Want more moral horror in your life?
Sign up for the Anodyne Direct newsletter here!
Patches!?!?
Actual(ly) Play(ing)?
If someone out there gets this thing to their home table, I WANT TO HEAR ABOUT IT! A great place to share MEGACORP experiences would be the Anodyne Printware guestbook :)
ALSO: I hereby encourage all fair game designers of the land to expand support for corporate-aligned Mothership crews in their own blog posts! If you dare take up my challenge, I offer you this advice: the corporation is FUCKED UP and WEIRD, yo! Don't write boring companies.
Further Reading
I was heavily inspired to write this by my favorite convention, Metatopia, and all the rad narrative games and LARPs I get to play there each year. Particular credit goes to Papers: A Surreal Office Larp which has been kicking around in my brain since late 2024.
To quote Papers:
"This is totally normal. It's just something you do at the office."

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