In the egocasting and gear thread Xagroth mentioned that he had the PC ban coded data to show their "hate". This brings up an interesting topic: how to make different factions more or less nasty. One of the nice things about the Eclipse Phase setting is that there are very few card-carrying villains. Sure, exhumans, TITANs and exsurgents are nasty, but even they could in principle be right (maybe turning the universe into computronium actually is the best use of it). The motivations of extreme groups are not necessarily one dimensional or stupid - the bioconservatives of the Jovian Republic have a pretty compelling argument about the dangers of transhumanism with a few billion dead datapoints. Conversely, it is quite possible to promote factions depending on taste: I get the feeling that the EP authors have a thing for anarchy and a bit of dislike of hypercorpors, while I like extropianism and in my games often play up the arbitrariness of informal consensus societies. That does not mean that I always make extropian NPCs saints and anarchies hell holes, of course. In reality any faction will be a mix of motives and competence (Anderson's law: unless there is a special process attracting them, the density of idiots in a group is equal to the density in any other group). But this doesn't mean we shouldn't bias things to fit the stories we want told in the game. An adventure dealing with the Barsoomians might benefit from making the PC nastier, since that is the perspective "from the ground". The next adventure might take place in the politics on Progress, and now the PC might be a completely neutral background and the interestingly sinister forces are Morningstar or Jovian manipulators - and any mentions of the Barsoomians will show them to be rather parochial in their local interests, not seeing the bigger picture. This does not involve changing what the groups are and do: while one could make an apologist version of the Jovian Republic that is actually nice in most respect and isn't much of a military junta, it might be better to just show that it has some good parts and is not all cynical power for power's sake. So, how do you make fractions nastier or nicer without changing much? Xagroth's example is a good one: add a rule that will annoy the players and their characters, but that makes sense for the fraction. Morningstar might function exactly like the Consortium, except that there are lots of little legal incompatibilities keeping the PC lawyer and their muse fuming. Extropia lacks legal rules but replace them with insurance and for-profit law enforcement. And heaven help you if you break the unwritten rules of community on Phelan's - rules that are ad hoc, understood only by locals and rarely explainable ("Yes, but what was it I did that was unmutual?!" "Sorry, even that question disrupts the harmony. Please leave.") There are also cultural patterns and memes that are good for making fractions nicer or nastier. A warm, sincere welcome to an anarchist habitat ("Cool! We don't know how yet, but your presence will likely contribute to our community somehow!") The efficiency of PC societies compared to the autonomist ones ("Our 'fascism' at least runs the trains on time").The paranoia ingrained in all Brinkers since birth. It doesn't have to be the society itself even, it is enough to have characters represent the group. A racist remark from a hypercorp representative. A surprisingly open-minded ultimate. A bureaucratic Argonaut insisting on people following proper methodology. The smugness of a Titanian who thinks they have solved all major political problems. But often it is enough to just slant descriptions. The alien beauty of mercurial mesh sites. The creepiness of the reclaimer compound, all filled with Earth memorabilia and semi-military plans for the Great Project. Give the fractions a voice and some good arguments to throw at players. Look at that impressive Titanian defence satellite: this is something you anarchists couldn't build. Other tricks?