9 replaced http://rpg.stackexchange.com/ with https://rpg.stackexchange.com/
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8 Refined question
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I want the organizationsam definitely NOT trying to be populated. Not every agent and staff member needsask how to be fully fleshed out and stattedpopulate an organization with NPCs, but there should at least beI do want a 'head cook'.

This allows me to develop them shouldsystem that mechanically reflects the PC ever need/want to interact with themindividual NPCs (i. Of coursee. it doesn't just abstract them away, for thisand leave me to be playable, most of the time most things will be abstractedpaint them in the course of play, but at least the structure explicitly exists and can be exploredafterwards). 

I want the organizations to be populated. Not every agent and staff member needs to be fully fleshed out and statted, but there should at least be a 'head cook'.

This allows me to develop them should the PC ever need/want to interact with them. Of course, for this to be playable, most of the time most things will be abstracted in the course of play, but at least the structure explicitly exists and can be explored.

I am definitely NOT trying to ask how to populate an organization with NPCs, but I do want a system that mechanically reflects the individual NPCs (i.e. it doesn't just abstract them away, and leave me to paint them in afterwards). 

7 Changed system-agnostic tag for homebrew
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I want my Player's Characters to build, maintain, and grow their own organizations similar to Eisenhorn. There is effectively zero mechanical support for this in the system currently, although a few elements are there. I To solve this issue, I intend to build (hopefully not from scratch!) a system that can effectively model these organizations. It is this enterprise (building said system) that brings me to RPG.SE for assistance.

Question: How to build a flexible and scalable system for PCs' NPC organizations?
From my research to date, there is no single, self-contained, ruleset from any RPG system that meets all of my needs.

  1. If there is one that would be suitable for porting to DH2, please point me in the right direction.
  2. Otherwise, I need help in cobbling a system together, either from scratch or by merging existing mechanical systems.

Amplifying information follows:

A bit more about the organizations:
In the early game, PCs will be building their organization manually, one NPC (or so) at a time. As they grow in power and Influence, so will their organizations. I can envision the organization members recruited early on becoming part of the PCs' personal retinue or inner circle. Eventually they will run their own sub-organizations as the PCs' lieutenants.

I've also asked basically the same question on the FFG forum. While I got a few good ideas, I did not receive a full answer addressing all of my concerns and goals.

How to build a flexible and scalable system for PCs' NPC organizations?
I'm happy to hack together bits of existing systems or simply take inspiration from them, starting fresh. However, I am a novice GM and have never embarked on such a project before. I hope that the expert community here can provide me with advice, suggestions, and recommendations on how best to proceed.

I want my Player's Characters to build, maintain, and grow their own organizations similar to Eisenhorn. There is effectively zero mechanical support for this in the system currently, although a few elements are there. I intend to build (hopefully not from scratch!) a system that can effectively model these organizations.

A bit more about the organizations:
In the early game, PCs will be building their organization manually, one NPC (or so) at a time. As they grow in power and Influence, so will their organizations. I can envision the organization members recruited early on becoming part of the PCs' personal retinue or inner circle. Eventually they will run their own sub-organizations as the PCs' lieutenants.

I've also asked basically the same question on the FFG forum. While I got a few good ideas, I did not receive a full answer addressing all of my concerns and goals.

How to build a flexible and scalable system for PCs' NPC organizations?
I'm happy to hack together bits of existing systems or simply take inspiration from them, starting fresh. However, I am a novice GM and have never embarked on such a project before. I hope that the expert community here can provide me with advice, suggestions, and recommendations on how best to proceed.

I want my Player's Characters to build, maintain, and grow their own organizations similar to Eisenhorn. There is effectively zero mechanical support for this in the system currently, although a few elements are there. To solve this issue, I intend to build (hopefully not from scratch!) a system that can effectively model these organizations. It is this enterprise (building said system) that brings me to RPG.SE for assistance.

Question: How to build a flexible and scalable system for PCs' NPC organizations?
From my research to date, there is no single, self-contained, ruleset from any RPG system that meets all of my needs.

  1. If there is one that would be suitable for porting to DH2, please point me in the right direction.
  2. Otherwise, I need help in cobbling a system together, either from scratch or by merging existing mechanical systems.

Amplifying information follows:

A bit more about the organizations:
In the early game, PCs will be building their organization manually, one NPC (or so) at a time. As they grow in power and Influence, so will their organizations. I can envision the organization members recruited early on becoming part of the PCs' personal retinue or inner circle. Eventually they will run their own sub-organizations as the PCs' lieutenants.

I've also asked basically the same question on the FFG forum. While I got a few good ideas, I did not receive a full answer addressing all of my concerns and goals.

6 Changed system-agnostic tag for homebrew
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    Post Closed as "too broad" by Wibbs, Joshua Aslan Smith, Miniman, aramis, GMJoe
5 added 1 character in body; edited tags; edited title
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4 deleted 143 characters in body
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3 edited tags
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2 adding 'game' recommendation; not really a game per se, but it's appropriate
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