I'm drawing a organisation concept for solo players. It's core values work to foster meaningful cooperative experiences. It's designed to let members to request and provide "services" for each other. Depending on circumstances some services will be better rewarded than other. Since it's an org for solo players, members have no obligations. This means members are not punished for being inactive - instead they're encouraged to help. The majority of the members will probably not concern themselves with the inner workings of the organisation. They will spend their time soloing and sometimes request or provide help. A minority of the players who find "politics" interesting and will help govern and maintain the org. The government works to create meaningful gameplay, incentivising collaboration and unity through a concept called the active policy. The policy is negotiated and elected by the members. To oversee and fulfill a policy a council is formed. The council is composed by seats offered to members based on different aspects like i.e effort and seniority. The council appoints a leader. The leader will serve to fulfill the policy until it expires. When a policy expires it triggers a new policy cycle meaning a new policy is negotiated and elected, which in turn forms a new council and a new leader is appointed. All this will be maintained by those members who find statemanship interesting. The organisation is neither good nor bad. Not lawful nor criminal. It's what the members needs it to be based on the present context. I've outlined some of the major concepts. There's more to it, but I'll leave those details out for now. How does it all sound to you?