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Evolving the corporations and their role
A discussion of ideas regarding corporations and their theme

I've been thinking about thematic direction lately, particularly around how we could lean harder into what makes cyberpunk cyberpunk: the megacorporations themselves as the primary antagonistic force and driver of conflict.

So, as a background, in classic cyberpunk media the megacorps aren't just powerful entities operating from their towers. They're actively predatory, conducting espionage, sabotage, and outright warfare against each other while maintaining pristine public facades. NLM, ViriiSoma, and PRI each hold different monopolies, but that doesn't mean they can't fight. History shows us that corporations war over influence, market control, and corporate pride even when they're not direct competitors. They use PR to defame rivals, CorpSec to conduct black ops, and they manipulate markets and public opinion as weapons.

Corporations should be the CIA of Sindome with both a public face that pretends to be all lawful, and then a criminal face where they're arming the Mix against their enemies with black market dealings or constantly having illicit dealings.

They do this narratively: but there isn't enough support, in my opinion, to have it be also done in-game as much as it should be. The corporations lack that predatory, illicit, dangerous and outright evil edge as the representation of human greed and capitalism: especially between each other and not just versus the Mix.

This isn't anything against corporate players: I do think the players involved would LOVE more opportunities for these kind of things where they can play CIA or the United Fruit Company.

What I'd love to see is these corporations getting their hands dirty in the Mix themselves, and not just through intermediaries, but directly. CorpSec teams running operations in Red Sector, hiring solos and using Mixers as assets in proxy conflicts against rival corps. It'd be more dynamic in my opinion if NSEC and PRISEC constantly came to blows against each other in the Mix, or their assets did. Think of syndicate warfare, but also for the megacorporations themselves. It also doesn't have to just be red text conflict: neither is syndicate conflict. There's a lot of opportunity for creativity when it comes to corp vs corp IMO just like syndicate vs syndicate.

The WJF wouldn't police these conflicts, and would allow corporate warfare to run more freely. Keep the WJF focused on topside sectors, only intervening when things threaten to spill over as they usually do, or get way too public to risk the 'public' status quo. The same treatment syndicates get, once again.

Currently, we're stretched thin trying to maintain distinct identities and conflict loops for three megacorps, three gangs, and three syndicates. That's nine separate factions, each theoretically requiring their own plots, conflicts, and GM attention, when we have two GMs and a playerbase that simply can't fill all those roles simultaneously.

What if instead of spreading narrative focus across all nine, we consolidated? I think it makes a lot of sense to compact the game and the playerbase a bit as things stand and bring the Mix and topside closer together with more overlap. To give one example, the role of syndicates could in theory be given to gangs and the megacorporations themselves.



EDIT: Also, the direction of recent IC events in the past couple of months has been like this. And so it's shown the game a lot on how things could be if it was leaned into, and that players can do it. I'm not making this thread to suggest there is none of this: just that there should be more and it should be a regular thing rather than a one-off world plot or such.

(Edited by Cowbell at 10:52 am on 12/22/2025)

I like the overall sentiment, but how would you envision this actually being accomplished?

Could you give a hypothetical scenario?

This is something I was trying to imply in the thread about opening up green. Corporations already feel anemic (the Hall included). When they are supposed to be the superpowers of this world, yet they struggle to keep their own building secure. The same feeling applies to the gangs, anemic. Sindomes theme isn't really there. In my mind its a lack of players, staff, other supporting mechanics and perhaps some cultural issues (that are the result of the other issues mentioned). I do not know what the fix is other than very general statements. But I do think consolidation is something that should be considered though, as painful as that is.

And to echo Cowbell, this isn't a knock against players. Things are the way they are for a reason. We play the game certain ways due to the way the game is. Not to mention people should have lives outside the game, characters should have lives outside of work.

I'd like to say that recent IC events you referred to has made the whole theme of it a lot more interesting to me and I am sure a lot of people, I wish it was like that all the time. I feel like there would be a lot more opportunities for cool RP there. When the corporations all get along with each other SIC feels overwhelming 1v1 Corp vs Mix. Lately it feels like CorpvCorp and CorpvMixer and MixervMixer. It's a lot more chaotic and that's exciting.
I can give a very mechanical example that I thought of. Change syndicate fixers and have their roles be taken up by corporate requisitions. Make the role an executive one with the juniors/regular requisition workers being field/service Mixer roles that operate entirely in the Mix, as Mixers. I think we can all agree that corporate requisitions is usually seen as a pretty boring job so this'd help that too.

Open them up and allow them to import illicit, high-end equipment to be sold to the Mix through said facemen (as per the newest change). And so this gives you an angle of conflict between corporations and their requisitions departments. It also forces Mixers to go through corporations and reinforces the theme of Mixers being Mixers and forces interaction between topside and the Mix, to make connections and networking. You can go fuck the corps and target them if you'd like but then you'll lock yourself out of getting some real goods (and so maybe you should angle your terrorism to make it convenient for a megacorporation to support your terrorism behind the scenes against their rivals which is themely IMO because the Mix is not autonomous, it does depend on topside and vice versa).

CorpSec can have service mixer roles themselves. There are already roles in-game that are meant to be security in the Mix. Have these people go after these 'facemen' constantly in the Mix and hunt them down, just like syndicates tend to do, or hire solos if the service mixer idea is too far a reach.

Does it make a lot of sense IC that a megacorporation would deal in peanuts or care about selling a single illegal revolver? Maybe not, but also, the syndicates do and they're corps in their own right so why couldn't a megacorp?

"You can go fuck the corps and target them if you'd like but then you'll lock yourself out of getting some real goods (and so maybe you should angle your terrorism to make it convenient for a megacorporation to support your terrorism behind the scenes against their rivals which is themely IMO because the Mix is not autonomous"

Love this. Both of these themes are important to push and lean into.

I think the 9 factions being understaffed, some not staffed at all, is also a symptom of characters either not being right for the role, or players unable to appropriately handle the role for a variety of IC and OOC reasons. How would that barrier change for corporate consolidation? Are the gates of entry for some of those 9 factions too hard or unforgiving and would that policy apply here?

What I guess I am asking is does the idea mesh with the style of play Sindome has had for awhile? It sounds good in theory!

(Edited by Mindhunter at 12:57 pm on 12/22/2025)

I don't really think it's a matter of barriers of entry being hard or unforgiving whatsoever. In fact, I think any player GM role - WJF, syndicate, Red Suns, executive spots - that gives you IC authority and power should be difficult to get into in the first place. It's a matter of consolidating these factions together so that we don't have nine of them each with their separate angle, conflict, storyline and so on. It divides and isolates the playerbase too much.

For example, another angle would be to make gangs orbiters of syndicates to give them more reasons to play together as some kind of mentorship program much like how IRL street gangs work underneath criminal syndicates to do their street-level work while having the syndicate members themselves act as LTs in a fashion. These are the kinds of consolidations I'm talking about. The syndicate fixer change is an example of the kind of tiered gameplay I'm talking about where there should be links between these factions to allow interplay. Syndicate fixer wants to sling weed, the gangs should be the face for example, or their muscle when they want to rough someone up, etc.

(Edited by Cowbell at 1:09 pm on 12/22/2025)

You don't need to be in a faction to interact with people. You should not be trapped solely with your faction. Can you speak to how this isolates players if there's a lot of factions? We have multiple bars in the mix, they each have a bartender, at times, maybe a pc bouncer, performer. None of them are isolated by having so many it just lets them have their own little sandbox to play with.

Even if you're the sole member of a 'faction' you just have more freedom to do your own thing, albeit fewer people to bounce off of. This is only a problem if you dislike that. Staff have been responsive about events in this area, I'm wondering if or how it's different for some factions vs others

Everyone have their own personal agenda, and factional agenda, helps sell the bigness of the world I think. It's fine if I have no clue what half the factions are up to, or if they're even active right now. They're just not taking center stage while a player isn't pursuing them. That seems more or less just like formalizing the solution. If players aren't in the faction, they aren't taking up limelight or staff attention, is that wrong?

Ten players in ten factions seems like not altogether different from ten people spread across two. Other than the experience in them.

(Edited by Pladdicus at 1:09 pm on 12/22/2025)

"I don't really think it's a matter of barriers of entry being hard or unforgiving whatsoever. In fact, I think any player GM role - WJF, syndicate, Red Suns, executive spots - that gives you IC authority and power should be difficult to get into in the first place."

Sure. I don't really disagree. For what is the fruits of your labor with no labor? What I am trying to say is consolidation is really just a change of venue. You will still likely see player habits at the forefront. If the 9 factions are not working for you right now, who's to say the consolidation would be much better?

I do say though that the dynamic of sindome corporations and other factions are a bit odd. In my experience it's been the corporate players are weary and almost in fear of criminal syndicates interfering in their business and not the other way around. If I were in Night city, for example, operating as a Yakuza fixer, I would be very upset if my operative brought Militech heat down on me. It feels like the opposite flow here. In that spirit I agree.

Big part of that syndicatecorpo dynamic is lack of solos. While people in syndicates tend to be UE maxed heavies, corpsec is rarely that. So for a corp to swing at a syndicate, you need to find a hitter(s) that can do the job, and are willing to (pretty big ask). Or involve NPCs. If we had warring syndicates, that could maybe be played off at least, but it's unlikely to happen with how things are.
There was a long discussion in xooc earlier about this topic so I wanted to write down some of the ideas that were discussed by all those involved for further discussion. I also want to make this clear that this isn't necessarily, from my view, a call to remove the gangs, the syndicates, or remove topside and corporations. It's more a question of how we can compress and integrate the factions and systems we already have in place now to allow more overlap and dynamic play between the factions we already have.

If you've played MUSHes, I do think right now it feels as if we have two distinct 'spheres' of play. They do overlap and there is interfacing, but it's more narrative rather than direct between players, and I think that cleaves the playerbase into two regardless.

Some of the points that were raised in xooc:

-Corps often outsource conflict to Mix PCs or syndicates, making corporate conflict predictable and indirect

-CorpSec is widely seen as reactionary and underutilized, with few proactive incentives

-Syndicates feel obligatory, rather than appealing, with players and characters who don't fit the syndicate concept feeling end-game homeless leading to burnout

-Expanding end-game options in the Mix through different factions to appeal to more character archetypes, especially since factions and faction support is valued highly by players

-Sindome is too large and too fragmented for the current playerbase and has been for the past couple of years

-Juniors and regular employees living and working in the Mix. Additionally a change in IC culture if this were to happen to prevent corporate citizens from being murdered or curbstomped just for being corporate, and instead ostracized and seen with disdain by the population of the Mix as slaves that doesn't just lead to immediate death but instead social friction and classism. This would create organic corp versus corp and corp versus Mix conflict and increase natural encounters.

-Turning senior+ corporate employees into syndicate-esque roles to mentor PCs, make conflict and constantly generate RP via using the newbie and midbie PCs in those junior and standard roles while slowly trickling in the 'big shot suburban corporate life' for these people as one 'makes it' and climbs the ladder rather than immediately as it happens for junior corpies

-However as to not turn the game into a corp-dominant one there is need for broader and equal systemic support for non-corp factions as they are not overwhelmed if the corps were brought to the Mix

-An openly criminal, antagonistic, dark underbelly on the fringes faction to support lawless organized crime (not necessarily a terrorist one)

-Overwhelming consensus that corporate requisitions needs a rework, or straight up removal

I've always liked the concept of juniors having to still live in the mix.

I think a trend in Sindome is that most people do not want to play out consequences. You see that with people preferring to drink the none-alcoholic beverages at the bars, the aversion to playing a drug addiction, and relevant to this subject: the fear of being fined, fired, arrested whatever so maintaining plausible deniability is essential. That is why you will see them hire the mixer over having the company pilot drop them on the roof for a direct action. With that in mind I just remain skeptical.

Yes I know there are corporate players that would be thrilled to shoot their rivals and black ops, but whatever is limiting you and stopping you is the probably a core issue in this.

I'm not sure if these would be better suited as spun off as separate conversation pieces, but I just don't want to take the effort to write out a separate post. However I think the game overall may benefit from the following changes to corporate structure…

1.) Activate ZMI as a "syndicate level gameplay" corporation for players to be able to represent. The goals of ZMI would be simple and that would be to fulfill the "bottom line of carnage". They would almost act as an independent dedicated fixer faction that on paper stays completely out of Withmore corporation politics. They're just an arms dealer selling military grade hardware to whoever has the flash, and has the benefit of pretty much being able to walk through whatever WJF checkpoint they want because 95% of what they're supplying to the city.

I think this would give a good outlet for the Arms Tech to possibly shoot for in terms of aspirations. Currently I kinda feel that even with the Arms Tech additions over the past year the skill kinda peters out at F, with no real place in the game for E+ skills, especially with advantage. At least with an entire corporation dedicated to weapons from small to extra heavy it would give a place for the arms tech to really shine.

Also would totally allow some players to test your heavy weapons systems for bug issues ICly purely for shiggles.

And in terms of requisitions, I think that it should be essentially whatever you want you got it. Quick and fast without endless waiting. But you better make us money or else you'll find out how "cut-throat" the weapon fixer market can be when in all things the powder must flow.

By pulling the fixer duties back from the criminal syndicates to the independent ZMI operating out of a network of Mr. Johnsons, you can get the criminal syndicates more in line with being the big hitter squad that it seems that people are saying they are, and have them have to worry less about requisitions or keeping up with a network of street fixers.

Also, this would give a counterweight to the tier system of combat we seem to have. Suddenly the gangers can be mysteriously sporting some really heavy hardware in their raids on the Corps. All the better to sell more armor to the corporate citizens which the ZMI fixer can source and provide faster than any other requisitions possible.

The flip side of the corp would be absolutely zero martial backup for its agents and the need for ZMI to appear squeaky clean so any fuck ups would be come down extremely harsh on. The corp is about smoke, mirrors, and pulling strings from the shadows. Getting caught makes it really obvious you can't do that.

I'm a little sad to read this thread. I just came back after several years away, and back when I was playing corporate forces were operating pretty regularly in the Mix. What changed?
I think probably a broader adoption of the "Hire mixers to do it, keep your hands clean" mindset. Not that this is a bad mindset to have in my opinion, just… It will be interesting to come up with opportunities for actual corporates to go down to the mix. Maybe re-implementing MacGuffins could be an idea...
I like the idea of corporations feeling more active instead of mostly background forces. From a corporate side perspective, one thing that stands out is how limited the corpie pool already is, and how much personal and mechanical risk comes with reaching outside of it.

Because of that, I get the feeling corporate play can end up feeling more constrained than intended, not because there aren’t tools or avenues, but because the cost of using them is high for a small number of characters. That makes it harder for corporations to feel like aggressive, competing powers rather than cautious institutions trying not to trip over their own rules.

If corpies are meant to be movers and shapers, it might be worth looking at whether the current risk profile unintentionally discourages them from acting that way. Perhaps even assessing if the risk of a 100k debt for new juniors is a motivator for interacting or for doing less?