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Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Friday, June 19, 2020

The Modular Design of Starfinder's Summon Creature Spell


The Modular Design of Starfinder's Summon Creature Spell





Summoning pets is one of my favorite things, whether as a GM or as a player. As a player, you get a chance to play with all kinds of toys from the monster manual that would normally never be on your side of a conflict. As a GM, it gives me a reason to have monsters appear from unexpected places to alter the dynamic on the battlefield. In both cases, they can act as force multipliers that enhance the effects of many abilities.


Note: when I say "summoner" I mean any character focused on summoning, not any specific class or build.

I've played a lot of RPGs, and, in my opinion, the two best versions of summoning spells are 5th edition's and Starfinder's, for very different reasons. Like everything in the 5th edition, their summon spells are easy to use and straightforward. You pick one of the options from the book, look it up and use it as is, no templates needed.

Starfinder's is more elegant, in my opinion, but overall more complex. You take the base elemental stat blocks and apply the appropriate summon "graft" (template by another name) to that stat block, which turns it into the monster you want to summon. The base stat block for each level of the summon spell is the same; the only thing that changes is which summon graft you apply to the stat block.

The thing I love about that design is that Starfinder reuses the concept in several other places. Rather than trying to design thousands of new animals for every world you might visit, they came up with a set of "herd animal" stat blocks, and a set of "Predator animal" stat blocks. You merely need to apply an "environment" graft to the stat block, and suddenly, you have a brand new animal for that new world you just discovered. Give it a description unique to itself, and you are ready to rock out with a new animal.

What does that have to do with the summon creature spell? Well, the intrepid homebrewer has the opportunity to re-flavor a summoner by switching out the elemental stat blocks they were using for their summon spells, and replace them with the herd or predator animal stat blocks. The CR of each level of the spell is relatively close, but not exact, but it still works out pretty well, especially if you are more interested in new flavors than you are in more power.

Let's compare the CR levels between each set of blocks: 
Summon Creature Spell Level
Elemental CRs (size)
Herd Animal CRs (size)
Predator Animal
CRs (size)
1
1/3 (tiny)
1/3 (small)
1/3 (small)
2
1 (small)
1/2 (medium)
1 (medium)
3
3 (medium)
2 (large)
2 swarm
4
5 (large)
4 (Huge)
4 (large)
5
7 (huge)
6 (Gargantuan)
7 (huge)
6
11 (huge)
8 (Colossal
10 (gargantuan)

As you can see, the herd and predator animals may get larger sizes faster, or in once case, even get swarms, but they are universally at lower CRs. To help make up for this, you would still add the environmental graft, then also add the summoning graft for the type of monster you want to those stat blocks. And possibly, add a simple alignment graft on top of that.

Why would you do this? It creates the opportunity to make summoners flavored to summon creatures from their homeworlds. Imagine a summoner summoning a "large inevitable wildebeest" with an arc cannon on it's back! Or another summoner is pulling out the glowing shadow jaguar that haunts the jungles of his home. Or simply to flavor a summoner in a way that fits them just right, like a Dromada "Herd" summoner who only summoned herd animals. 

It adds a ton of flavor you as the GM, or your players can use to flesh out their summoners. And the best part is, the last component of Starfinder's summon creature spell is that you pick four creatures from each spell level to summon, so you don't need to worry about option overload in your summoner's at the table, in-game. The player makes these choices before you get to the game!

If you really want to mix things up, you could go so far as to let a player use the CR appropriate stat-line of the NPC maker, and have them apply a whole different set of grafts to them as their summons. You could help a player build an Eoxian necromancer, by letting them use appropriate undead grafts in place of normal summons. You could let a player summon dragons by letting them apply the various dragon grafts to the appropriate stat block instead of a summon graft. Or Mephits, or…  well, I think you get the picture.

All of that leads me to the next interesting thing you can do: use specific summoning combinations as rewards. If you have a summoner in your party, you can have them find the journal of a long-dead conjurer, who discovered a method to summon the "strange beasts of the plains of the world of  Egilothorian." If they read it, they could add the specific combination of stat block and graft(s) that you have put together to their list of known summons. For the summoning enthusiast, this could be just the thing to excite them. (As a side note, you can also use this idea with Polymorph forms as rewards)

Now, some links before I move on, to help you all look into this yourselves and decide if you want it in your universe:



Some Further Advice on Summoners

So that's all fine and dandy, but I feel like I'd be doing a disservice if I didn't include some advice for avoiding the bog-down that summoners can bring to a game. It's one of the most common complaints against summoners and has gotten them banned from many a game. Since it's one of my favorite things to play with, I'd like to offer some advice to help players avoid the pitfalls. I've come up with a series of rules that, if followed, should keep your table happy with you!

1        Use lots of dice, and color code them to different purposes.

This one comes from my experience in large scale tabletop wargaming. When you have 100 models on the table that you need to move and fight with, you find ways to optimize the process to take as little time as possible. One of the most important things you can do is roll as many of the dice as possible at the same time. Until you go through it, you may not believe how much time this can save you.

Have one dice set for yourself, and have another dice set for every monster you have on the field. Roll the d20s to attack and other dice for damage, for yourself, and all your summons at the same time. Since they are different sets for different creatures, you already know which damage dice applies to which d20 roll.

Fortunately, as a gamer, you were already working on a dice addiction, now you have the justification you need to indulge it!

2        During everyone else's turn, prepare for your next one. Never spend any time during your own turn trying to decide what to do.

Seriously, you have 5+ monsters on the field; you need to find and pick up all the dice you are going to roll for them and decide what each of their targets are. As people take their turns and the battlefield adjusts, adjust your plans. Know which enemy is each of your monster's target, or which ally each will support. The more you plan during their turns, the less time your own will take.

3        Your summoned creatures are disposable. Treat them like they are.

Seriously, if they die, you can just summon more until you run out of spells, summon grenades, spell gems, and spell chips. Your creatures can eat up enemy attacks of opportunities freeing your companions to out-maneuver the enemy safely. They can move into dangerous flanking positions helping your allies land blows without putting themselves in excessive danger. They can tank overwatch attacks since you don't need to heal them. They can scout possibly trapped areas. Think of them as independent pools of HP that can soak up the enemy's attempts to hurt you and your friends' pools of HP.

4        Be able to communicate with anything you can summon.

If you don't know it's language, all your summon can do is attack the closest enemy. If you do know it's language, it can do pretty much anything you tell it to do. That makes even your first level summons useful well into the later levels. After all, you can summon a low-level robot to reload your allies' weapons or inject their serums into them, so they don't have to spend actions doing it themselves.

5        Use your summons to support your party, not to flood the battlefield with bodies.

Have you ever watched a trained tactical squad moving through a warzone taking out their enemy? Your summons should be part of that tactical squad, not competing with it. I'll mention again eating enemy attacks of opportunity, and moving into dangerous flanking positions. Those are both things you can do to support your party while still being committed to an all-out attack. You don't even need to choose between both support and offense. Do both. 

If you DO ever have to choose, choose support every time. The reason is, the summons you can get will always be inferior, offensively, to any of your party members. So if you choose offense over support, you are deciding to try for an inferior attack, at the expense of a superior one. But if you do things to boost the likelihood of your companions succeeding in their attack, you are maximizing the damage output of the party. I can't stress this enough.

The other thing it does is alleviate a lot of the annoyance that may build up over the longer turns you have due to the extra creatures under your control. No one ever hates support. Your party will know that their turn will be more successful because of the extra time you took and that always feels good. It's a form of passive diplomacy. Still, try to minimize the time you spend on your turn.

6        Prioritize speed over perfection. Your turns don't have to be perfect. You have more bodies to throw at the problem, so your margin of error is larger.

You want to play with your friends. To do that, they have to feel like everything is fair. For everything to be fair, you can't have most of the time spend centered on you. Do you best to make sure you don't take up more time than you have to, because it is easy to fall into the trap of taking up ALL the time, and that will kill your game.

If you can follow these rules, you should be able to play a summoner without tripping into any of the pitfalls. If you can't, consider carefully if playing a summoner is really the right fit for you. Especially you perfectionists who take a long time to decide what to do on your turns.

That's it for now. I hope it's useful and entertaining for all of you.


Neil Litherland discusses the strategic use of Summon Monster in Pathfinder.

and more that will be added later. 

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Tuesday, June 9, 2020

Investor Players and Investments as Rewards


Investing in Organizations Within Your Game


Couldn't find artist, will update if that changes.


In all my time playing RPGs, one question has bothered me a lot longer than others:

How can players play rich, wealthy, affluent characters…
…without it unbalancing the game.

Now, some of the more abstract RPGs out there have no problem with this. But if the gear is a major factor in the character’s advancement, then how wealthy they are becomes a major factor in-game balance.

That becomes even more true in science fiction games that have starships. If the players can simply sell a starship, they could then just gear themselves to the max and blow that balance out of the game.

Every game handles this balance differently. Most games, however, strictly limit the wealth available to the player in addition to any other method they use. Restricted wealth means that accurately portraying a wealthy character can become problematic.

That leads me to today’s discussion. How can I let a player become the wealthy, affluent character they want to play…  and how can I do that without upsetting any previously existing game balance?

I’ve struggled with those questions for a long time. It wasn’t until I started playing the Starfinder Roleplaying Game that I was inspired to the answer. You see, Starfinder solved the issue of starships being sold to gear up the party by completely divorcing them from the energy credit economy players use and spend. Players don’t spend money on their starships. Instead, acquisition, maintenance, and even modification of them get handled in-game through roleplaying. You get a starship because that’s where the story took you. You get rid of the salvaged starship you towed to port by making a deal with someone who can use it. And you modify a starship by rearranging how you spent points on it… because it gets a certain number of points each level, so the starship will always be advancing with the party, but no money is actually spent on it.

When the game released, that decision was pretty controversial. In fact, it was so controversial that on some forums, even asking about how many credits a starship is worth can enrage some of the old-timers. They got sooooo tired of seeing that debate dominate their platforms. But that system is where I got my inspiration. 

If there is one truism about wealthy people, it is that they don’t leave their money sitting; they put it to work generating more of it. They invest. So if a player wants to be a wealthy, affluent character, they don’t need money; they need investments. Once I realized that I instantly realized that the way Starfinder handled starships was EXACTLY how to handle investments too: utterly divorce them from the player money economy.

I could then give out an “Investment” as part of the treasure/reward after an adventure, and the players could leverage that investment to get perks and advantages within the organization they invest in.

That was the easy part. It was working out how that took a while longer.

Here is what I decided:

Each investment would have a tier between 1 and 3 based on its nature. That tier would determine the types of perks it could earn from the company you invest it in.

That meant each organization would also need three tiers of rewards. Then each tier would need some form of advancement so the more of that tier you invest in, the more you get from your growing investments.

Lastly, each company would have different aspects you could invest in, which would provide different kinds of perks.

Tiers of Investment
 In my opinion the best way to divide the tiers up was by a combination of how significant it is and how much effort the company you are investing in has to go through to make use of it.

With that in mind, the first tier is “Opportunities” or “Leads.” You’ve found some new revenue stream the organization can take advantage of, but they are going to have to do all the work to do so.

The second, middle tier is “Sums.” These are some volume of cash or product put directly into their control. A donation essentially. While valuable, and takes little effort to take advantage of, when you are talking about star-spanning megacorps, no lump sum is actually going to be significant to the whole organization. This is also the tier I have salvaged starships at. They take some effort to repair, but are quite valuable to an interstellar organization.

The last tier is “Territory” or “Control” of something. Acquiring exclusive trading rights in a region of space is more valuable than any lump sum donation could ever be. Claiming a planet and providing it for the organization’s use is also the sort of investment in that organization that will catapult you into the ranks of its most valuable members. Turning a local government into figureheads for the board of directors is another example. You aren’t just donating monetary value; you are donating power and reach.

The loot rewards you give that include investments can have different values within its tier even. A 3-point tier 1 investment is simply the equivalent of 3 tier 1 investments.

Investment Rewards
Okay, so that covers the types of investments, but what can you invest in?

I divided each company into three broad categories: Social, Materials, and R&D. The investor chooses which of those areas of the organization to invest in. From there, each of those areas is divided into three tiers, matching the three investment tiers. Investing a tier 1 investment in materials will always go to tier 1 under Materials for that company.

The rewards I use in Starfinder for each tier under each area are as follows: 

Social
Social rewards take the form of the company bestowing prestige upon the investor. The more you invest, the more you’ll be rubbing elbows with the rich and powerful.

1.   Reactions-members of the company have a default attitude of friendly towards the investor. They probably don’t recognize you on sight, but once you show your credentials, the company will be more than happy to help it’s investors any way they can.
2.   Networking-members of the company are willing to introduce the investor to their strategic partners. You’ve earned the trust of the organization; they are willing to put their reputation on the line to back you when they introduce you to their strategic partners. (A strategic partner is a non-competing entity that provides and benefits from mutual help in business matters)
3.   Reputation-the investor becomes recognized on-site, gain a celebrity status within the company, and other companies WILL try to lure them away. You’ve changed the face of the game board, redrawn lines on the map, and done so to raise the organization above others. Even it’s enemies will know who you are.

Material
Material rewards take the form of a strategic partnership. The organization will begin backing your operations because your operations are helping them grow. Essentially, they are investing back into you when you invest in them, causing mutual growth.

1.   Facilities-the investor is given access to use company facilities for crafting and other things. The shop knows your face and knows what you’ve done for them. They’ll make time to help you out because they know their bottom line will be better for it.
2.   Equipment-The investor is given the ability to requisition company equipment for a mission. (your game’s normal item level restrictions would still apply). The organization is willing to back you with supplies and equipment because they are certain they will get more back from your exploits than it’ll cost them.
3.   Personnel-The company will loan the investor the services of its personnel for the duration of a mission, free of charge. The company is willing to be fully part of your operations. You scratch their back, and they scratch yours.

R&D (Research and Development)
R&D rewards are all about benefiting from the company’s research and development. They will keep your gear on the cutting edge of technology and magic.

1.   Organization Signature Gear-the company will apply that company’s signature manufacturer modification to the investor’s equipment free of charge any time it’s needed. You might even include a whole new weapon in this reward, if their current weapon is in serious need of upgrade, give them the closest tier of weapon in the same line as theirs, that doesn't go above their item level. For example, investing in AbadarCorp would result in upgrading your generic ranged weapons to AbadarCorp’s Defender line of ranged weapons. And if their weapon was an Azimuth Laser Pistol, but they are level 10, the company might give them a Defender-line Aphelion Laser Pistol to replace it.
2.   Customization Services-the company will provide and install one weapon accessory, fusion, or armor upgrade that that organization manufactures; and install it for each investor free of charge. (your game’s normal item level restrictions would still apply)
3.   Spell Chip Subscription-the company will allow the investor to join its spell chip subscription. Most major companies maintain one for its most valuable members. A Spell Chip Subscription is a curated list of spells the company maintains, coupled with the ability to plug spell chips into the list. They get refilled regularly with the spells on the list. I’ll go more into this topic in a future post.

Note: You might question whether giving gear or upgrades as gifts for your investments. As the GM, consider that you are giving the investments as quest/mission rewards. So it’s no different than giving those items as rewards, but with some extra steps and some specific flavoring.

Advancement
Your first rewards will only be at the local level. Eventually, as word gets around and you become known for a thing, your rewards will expand to a regional area. Once it hits the regional area, the rate at which you get recognized (and your reward applied) will expand even further until eventually you are known throughout the organization.

The rate it expands through the organization is what determines how fast your advance within the tier. And how fast that happens is determined by how big the organization is. The larger the organization, the longer it will take to advance.

My rule of thumb is to go by quarters. When you are still at the local level, putting a number of investments into the company equal to a quarter of the local branches will be enough that word about you has spread throughout the region. So you advance to the regional level. Once there, any future investments at that tier go by region, and putting a number equal to the number of regions will indicate that word has spread about you throughout the whole company/organization.

And that’s it, that’s my plan to let players become wealthy and affluent without unbalancing the credit economy. You can track investments in each company separately. I hope it’s useful to you all. Another time I’ll discuss how you can use this system to build up smaller organizations.

Another time I will discuss how you can use these investments to chart the growth of an organization, create plot hooks, and even start an organization

Sometimes your investments pay off big. Image is Anubis Mothership from Stargate SG-1
This blog uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This blog is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.








Thursday, May 28, 2020

Building a Financial Landscape with Megacorps

Building a Financial Landscape with Mega-corporations

Image is "MegaCorp" by TacoSauceNinja on DeviantArt
"I am convinced he (god) does not play dice." - Albert Einstein
"Not only does god play dice. He is using loaded dice." - John Ford
"God not only plays dice, he sometimes throws the dice where they cannot be seen." - Stephen Hawking

When building a new setting, a lot of it can seem random, and sometimes it is. Personally, I like to take the random bits and apply some organization to them. The human brain is a pattern-seeking engine, and your players will recognize patterns in your world. Those patterns will lead to expectations. If you have already molded the chaos of your world building into patterns yourself, you will be better prepared to direct those player expectations. Not only that, but you will see patterns yourself as you continue to build, which you can use to fill in details that will feel like logical growths in the details you have already established. 

One of my favorite tools to do that with is Keith J DaviesPolyhedral Pantheons. Very simply put, it is a system for organizing a series of attributes into organized groups without too much overlap or conflict, and establish relationships between each organized group of attributes. And one of the benefits of it's organizational methods is that it also lends very, very well to creating lists for rolling random results as well. I'll let you check out his own material to learn how it works. Originally, he designed it to help the prospective world builder design and arrange the domains for an entire pantheon in a setting. It's probably the most efficient tool I have ever seen for doing that. However, I have found that it works pretty well with nearly any set of attributes you need to divide between entities. And since entities can be anything from an individual to a organization or kingdom, I have made extensive use of it in my own world building. 

My most recent use of it has been to develop a system of Mega-corporations and the markets they work in in a Starfinder setting that they have a great deal of influence over. They are essentially the ruling bodies. How they interact with the various markets in the setting can have direct effect on the players. In this setting, which I have yet to name, the ever-shifting tides of power and influence between the competing mega-corps can seem random from the player's perspective, and to some degree it is. I wanted some structure to the process however. 

My first step was of course to come up with the list of attributes to describe my mega-corps. I realized relatively early on that as mega-corps every one of them will have fingers in basically every part of the economy. But each would have a core attributes that would inform their relationship with the other areas of the economy. Further, specific local branches would have might have other specific focuses that don't necessarily match the parent corp's core attributes. And it would be the relationship between the parent corp's values with the local branch's values, in the context of the values of the market that local branch was operating in that would begin to show the complex interweave of economic relationships. And the polyhedral system would do most of the work of building those patterns for me. 

To start with I decided I would use the d12 and d20 polyhedral charts from Keith's system. If you look into his material you find that they are complementary. This would also mean that the eventual random charts I would create would have the user roll a d12 and a d20. Here are the two lists of attributes I arrived at: 


Image is "Enidoi" by TacoSauceNinja on DeviantArt
d20

          1.     Transportation and Warehousing
          2.     Food
          3.     Information
          4.     Exploration
          5.     Domestics
          6.     Entertainment and Recreation
          7.     Journalism
          8.     Pharmaceuticals
          9.     Zoological
          10. Construction and Real Estate Development
          11. Military
          12. Espionage
          13. Education
          14. Restoration and Recovery
          15. Labor
          16. Utilities and Infrastructure
          17. Health and Social Care
          18. Agriculture and Hydroponics
          19. Mining and Resource Extraction
          20. I could tell you but I’d have to kill you

d12
          1.     Research and Development
          2.     Marketing
          3.     Operations
          4.     Sales
          5.     Maintenance
          6.     Manufacturing
          7.     Acquisitions
          8.     Personnel
          9.     Management
          10. Distribution/Logistics
          11. Finance
          12. Black Ops

Now, if you are as observant as Keith was (I talk to him about a lot of the ideas I use his tools on), you'll almost immediately note that there could be some overlap on a lot of those categories. Food could be rolled into agriculture and hydroponics for example. This is by design. Remember that this is to inform you of relationships. SO if you get a result that have both "food" and "agriculture and hydroponics" rather than thinking "how are these the same" you can also consider "why are these noted separately for this corp?" For example, it maybe that the corp both grows the food and processes it into prepared foodstuffs, like ready-to-eat meals. Or another example "black ops" and "I could tell you but I'd have to kill you" both sound like basically the same thing, but you could have black ops and then really, really black ops when you get both attributes; and you could even have an organization that's not doing black ops at all but remains so secretive that they kill to preserve their secret. 

There is no wrong answer, since the purpose is to use the pattern to inspire the relationships you are creating for your world. 

The next step is to group these attributes into the core values of my corporations. I'm not gonna get into the details of how that grouping works, you can check out Keith's material for that. Basically, the two lists above will combine into the core attributes of 32 distinct entities, with the first item in each one being their primary focus, and the rest are the secondary ones.

I'll jump right to those results: 

Image is "Pollution B" by TacoSauceNinja on DeviantArt
1.     Transportation and Warehousing, Research and Development, Marketing, Operations
2.     Food, Personnel, Distribution/Logistics, Black Ops
3.     Information, Research and Development, Maintenance, Manufacturing
4.     Exploration, Acquisitions, Management, Black Ops
5.     Domestics, Marketing, Acquisitions, Personnel
6.     Entertainment and Recreation, Maintenance, Management, Finance
7.     Journalism, Research and Development, Marketing, Sales
8.     Pharmaceuticals, Manufacturing, Distribution/Logistics, Finance
9.     Zoological, Operations, Maintenance, Management
10. Construction and Real Estate Development, Sales, Manufacturing, Distribution/Logistics
11. Military, Operations, Acquisitions, Management
12. Espionage, Sales, Personnel, Distribution/Logistics
13. Education, Marketing, Operations, Acquisitions
14. Restoration and Recovery, Management, Finance, Black Ops
15. Labor, Marketing, Sales, Personnel
16. Utilities and Infrastructure, Maintenance, Manufacturing, Finance
17. Health and Social Care, Research and Development, Sales, Manufacturing
18. Agriculture and Hydroponics, Acquisitions, Personnel, Black Ops
19. Mining and Resource Extraction, Research and Development, Operations, Maintenance
20. I could tell you but I’d have to kill you, Distribution/Logistics, Finance, Black Ops
21. Research and Development, Transportation and Warehousing, Information, Journalism, Health and Social Care, Mining and Resource Extraction
22. Marketing, Transportation and Warehousing, Domestics, Journalism, Education, Labor
23. Operations, Transportation and Warehousing, Zoological, Military, Education, Mining and Resource Extraction
24. Sales, Journalism, Construction and Real Estate Development, Espionage, Labor, Health and Social Care
25. Maintenance, Information, Entertainment and Recreation, Zoological, Utilities and Infrastructure, Mining and Resource Extraction
26. Manufacturing, Information, Pharmaceuticals, Construction and Real Estate Development, Utilities and Infrastructure, Health and Social Care
27. Acquisitions, Exploration, Domestics, Military, Education, Agriculture and Hydroponics
28. Personnel, Food, Domestics, Espionage, Labor, Agriculture and Hydroponics
29. Management, Exploration, Entertainment and Recreation, Zoological, Military, Restoration and Recovery
30. Distribution/Logistics, Food, Pharmaceuticals, Construction and Real Estate Development, Espionage, I could tell you but I’d have to kill you
31. Finance, Entertainment and Recreation, Pharmaceuticals, Restoration and Recovery, Utilities and Infrastructure, I could tell you but I’d have to kill you
32. Black Ops, Food, Exploration, Restoration and Recovery, Agriculture and Hydroponics, I could tell you but I’d have to kill you


This is just an initial list, and by no means final. Keith has suggested several improvements, like adding positive and negative attitudes to the lists of attributes, to reflect each corp's attitude towards those attributes. But it does give you an idea of how this tool can organize your world building. At this point I can just look at one of those groups of attributes and the corporation they suggest starts building itself in my mind. 

And that is the ideal, the golden standard of world building: for it to be writing itself as you go. If it unfolds for you, then the only thing you have to do is record it. The patterns are already there, the connections between them drawn. 

So the next step is to get the attributes for the various markets. That's pretty easy to do: I just randomly re-order the lists above and go through the same process using the same attributes. This gives me the various regions and the things people are most interested in, in those regions. 

Lastly, I create the local branch for a corp. That's even easier. I roll a d20 and a d12 and use those attributes as the focus of that local branch. You now have the things the mega-corp thinks are most important, the things the market values, and the purpose of the local branch. You can tell what kind of support he parent corp is giving the branch, what the local branch does for that parent, and how both of those relate to the local market. That's a LOT of information to get just from filling out a few lists of attributes and letting a spreadsheet organize them for me. And you can extrapolate even more. 

I can roll a d20 and a d12 and consult the chart I used for the markets to see where forces are shifting in the local mark that day. Then when the PCs go visit that branch you might extrapolate from those market forces how their point of contact is doing, because you know what is stressing them that day. In fact, they might just want the players to go do something about those stresses. Or it might be a great day for them, and they are offering a bargain to the players. 

As I said before, it's all about what the patterns inspire you to do. And this tool helps you form patterns like no other. And the best things is, Keith seems to love talking to people about this tool, and he can make it figuratively sing with results and new ways to use it. 

Another time I'll tell you all about the setting I am working on, and the financial systems I am developing for it. 

Until then, go out there and play god with your world building: use dice and make them loaded.