Its less about corporations that have wronged you, and more about how you have fucked things up for the downtrodden. The big selling point that I drive home to people when I run this is that Headspace is about vengeance and reconciliation: you’re playing bad people who did bad things and god oh god they’re just trying to do one right thing (or punish the right person) before they inevitably go down in a hail of PMC gunfire. I, personally, wouldn’t simplify that down to “you were wronged, now get back at them.”
The Agents aren’t needed until Session 2, so they can be ignored, and you only need 1 Project to start the game. The biggest time-sink is sorting out Skills, Baggage, and making up your shared history that answers those questions. I wonder about the viability of only setting up those emotions and answering those Qs when they come up in play? Like, don’t bother doing all the skills for everybody, just start playing, and when someone tries to Hack, turn to the Tech and suss out that Skill question and baggage, and return to play. Rinse, repeat.