Thinking on "Your Sector, Your Problem" (SHIELD/Stargate Command but responsible for a sector of inhabited alien worlds) in particular in the light of Uncanny Spheres MEGACORP: The Evil Mothership Campaign - why not just use that?
Uncanny Spheres portrays the dark mirror version of Mothership, scheming executives within the iconic megacorporations of that setting - and there is a ton of material there that I think I could wrangle but the 'close, but not quite' sense I get is really helpful to clarify what I am trying to get at with Your Sector, Your Problem.
The high-level pitch in 'DIO - Cosmic Defense Brigade' was "you are responsible for holding down a sector your corporation has newly acquired protectorship of and have a scarce amount of Sector Defense Assets of varying levels of effectiveness and you have to deal with all the problems that come across your desk with those."
The key difference with MEGACORP as I think about it is that even though you are representing a very large entity, an interstellar megacorp, the problems you are dealing with are greater still, so your margin for the kind of back-stabbing and internal politics that MEGACORP foregrounds is less. Not zero, but less. YSYP is like domain management on a dangerous frontier, with potentially hostile residents and unknown buried problems within your realm.
My vision for the setting is a Banksian one or "portal fantasy in spaaaace" - lots of aliens out there, not necessarily all hostile but certainly humans are only small fish in what has turned out to be a very, very big, very inhabited pond.
It is a kitchen sink setting with multiple alien groups living parallel paradigms in the same place, at the same time based on their very different ways of interacting with reality. I sketched it out for Classless Kobolds challenge in '21:
The time is the medium-distance future and our setting is an update on the planetary romance; you can go almost anywhere, walk under the distant suns, and so on as long as you spike your nano-treatments. All the different aliens are out there living their own paradigms and you can walk through the portal networks between them. In places it looks like Mos Eisley or Kill Six Billion Demons, other places it looks like Coruscant or Illium.
Something happened long ago and galactic civilization, such as it is, is jumpy as hell about backups and redundancy. They have portals you can walk through, portals with trains, they fly light-sails, they use habitats, they use generation ships, they use jump drives. They thread the crusts of worlds with bio-engines that can manufacture anything, then leave them mostly dormant.
Living memory for all characters will be the myriad of alien races turning on each other for no clear reason, tearing reality to splinters in the conflict and then equally suddenly returning what resembles status quo ante. Noone bothered explaining why to the Johnny-come-lately humans.
Because of this, your party members are not necessarily evil corporate weasels (though they could be) - but representatives of the humans present in sector forming a group of 'lets keep us all alive' practitioners. Potentially even some friendly aliens once those are found and enough mutual trust is established.
You have access to substantial resources, but you are getting equally substantial problems hurled at you also. Getting a grip on what is even happening on the worlds which they are nominally responsible for ought to be an ongoing challenge for the start of a YSYP campaign.
d10 local aliens and their (now your) typical problems
1. Chittering swarm - this hive-mind controlled gestalt organism that lives in the arcology-sized bio-engines that thread the surface of nearly all planets and useful smaller bodies, has just woken up an insystem asteroid and appears to be unfolding what might be a shipyard. Everywhere your sensors can reach detects other parts of the swarm busy mining and refining materials. Figuring out how to ask it what is going on feels important.
2. The flock; these starling-murmuration-like highly attuned individuals have erupted from their homes beneath the surface and turned up at the local human habitations with caravans of alien weaponry, insisting that the humans take them and prepare. The threat briefings they provide say this is a contingency in case a planned maintenance operation they are about to do goes wrong.
3. World-walkers - one of these physically-massive cyborg starships has arrived and landed on a gas giants moon. All the other aliens are hammering your communication channels, insisting you chase them off but offering no help to do so.
4. Cultists. Messaging from beneath your major planet tells of a schism within the flock and brutal close quarters fighting. Yesterday morning what appears to have been a stray solid-beam punched out of one of the major settlements and put a neat hole clear through a cargo dock on your orbital hub. Noone has asked for your help so far.
5. Small Ones. A collective of marsupial, avian and arthopod types are infuriated by some apparent slight of manners they feel you have done them. Every interface you have with xenos is being snarled up with bureacracy and quarantines, you are about a week out from this being a logistics crisis.
6. Maintenance. A group of these obsessive mixed alien militarists have turned up in-system, insisting they have found a dormant hazard that needs to be awoken under 'controlled circumstances' with them present to fight it. They seem keen but are being very vague about what this hazard is and how much collateral damage it might cause.
7. The old ones - apparently one of these is in residence on an island on one of your worlds and is dying. All the other aliens in the system now appear to be in motion to pay their respects. System traffic is completely snarled up.
8. The splinter - you thought these were the maintenance but slightly bigger and more scarred when they appeared on one of your planets but they have started constructing some fearsome looking space-craft on the surface and are refusing to say what their intentions are.
9. Howlers - from deep in the wilderness of one of your backwater world you have received a message that they have some stray humans and you need to come get them.
10. Slow-movers there is a pocket of molluscoids dwelling around the shores on one world, they have a long list of things they need excavated and made safe inland from various incidents over the past millenia.
Holding the ring long enough to figure out what the game is should be a core part of the vibe I am going for. Slightly more grounded than pure sci-fi gonzo but not hard-physics gritty, but you start from a point of close to 'standard human' and are interacting with the alien weird.
While it is entirely possible Mothership could be a suitable mechanical chassis - I am not familiar enough with it to say - I think the big difference is the setting assumptions; maybe this could be done as an alternate Mothership setting.
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