You can use a shorthand of
Aspects to define an organization (company, guild, nation, club), e.g.,
CONSORTIUM OF DARKNESS
Control of World Governments (Good, +2) OOO
Secret Base (Fair, +1) OO
Undead Guards (Fair, +1) OO
Defining an organization this way gives you several things:
- It gives you a feel for what's important to the organization, what distinguishes it from other organizations of its type. (Assume the org is "Mediocre" in everything else.)
- It gives you a feel for the power of the organization vs other orgs (e.g., 7 levels of Aspect).
- It gives you a further shorthand for what the org's minions can do (they're Undead Guards, +1 on the sort of stuff that Guards do). [1]
- It gives you some limits you can place on what an org can do (burning Aspect boxes, e.g., being able to pull in three World Government favors during the course of the scenario) [2]
The above are all guidelines -- you might just go with the first option as a minimum.
(This is a very simplified version of the more complete "
Organizations in Fate" rules available up in the
Yahoo pages. Those rules, sort of like character generation, walk through how to build fully fleshed-out organizations with Aspects and Skills and keen stuff like that. The notes here are for quick-and-dirty org creation, not unlike using
Aspect for NPCs.)
You can do something like this with places, or practically anything else.
[3]