Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-17-2008, 04:30 PM   #51
Figleaf23
Banned
 
Figleaf23's Avatar
 
Join Date: Apr 2008
Default Re: Professional skill (Spy)

Quote:
Originally Posted by nerdvana
That's exactly my point. The two views seem contradictory and I want to resolve where the contradiction lies...
I think once in a while Kromm just gets the RAW and his house rules confused.
Figleaf23 is offline   Reply With Quote
Old 07-17-2008, 08:20 PM   #52
pawsplay
 
Join Date: Sep 2007
Default Re: Professional skill (Spy)

There is no contradiction. They are placeholder skills, for skills people want that are not already covered by existing skills. By definition, a hypothetical Profession (Spy) skill cannot replace functions of already existing skills and is primarily for non-adventuring purposes. Such a skill may or may not exist. It's definitely not something I would encourage someone to spend points on without a good explanation of what they were planning to do with it.

Placeholder skill does not mean "make up anything you like." It means, "Here be Skills," where said skills are things unlikely to be of great adventuring value or which are primarily informational rather than practical. GURPS 4e purged most purely informational skills from the main skill list (and with good reason) in order to maintain clarity. Characters with informational skills are going to be specialists, so the skills are left open such that you can define your informational or vocational skill appropriately rather than being straightjacketed into what someone else consideres a discipline.
pawsplay is offline   Reply With Quote
Old 07-17-2008, 08:54 PM   #53
Figleaf23
Banned
 
Figleaf23's Avatar
 
Join Date: Apr 2008
Default Re: Professional skill (Spy)

Quote:
Originally Posted by pawsplay
There is no contradiction. They are placeholder skills, for skills people want that are not already covered by existing skills. ...
Placeholder skill does not mean "make up anything you like." It means, "Here be Skills," ...
But on the other hand:

Quote:
Originally Posted by Kromm
... there are three generic skills in 4e that serve as placeholders for future author creations: Hobby Skill, Professional Skill, and Expert Skill. These are nothing more nor less than "generic Easy skill," "generic Average skill," and "generic Hard skill" for future use.
Figleaf23 is offline   Reply With Quote
Old 07-17-2008, 09:03 PM   #54
malloyd
 
Join Date: Jun 2006
Default Re: Professional skill (Spy)

Quote:
Originally Posted by Professor Phobos
"Tradecraft" might be a fun skill in and of itself.
I think so too. I don't know that I'd consider it a professional skill though. It's most closely related to the part of setting up a con game that isn't covered by Fast Talk, which also doesn't have an obvious GURPS skill to use for it, or something akin to stage magic (another missing skill?) with a really odd kind of Tactics mixed in.
__________________
--
MA Lloyd
malloyd is offline   Reply With Quote
Old 07-17-2008, 10:04 PM   #55
Mgellis
 
Join Date: Nov 2004
Location: Flushing, Michigan
Default Re: Professional skill (Spy)

Quote:
Originally Posted by malloyd
I think so too. I don't know that I'd consider it a professional skill though. It's most closely related to the part of setting up a con game that isn't covered by Fast Talk, which also doesn't have an obvious GURPS skill to use for it, or something akin to stage magic (another missing skill?) with a really odd kind of Tactics mixed in.
There are various ways to do this. I'm not sure which would be "canon."

While I'm a big fan of Professional skills, one issue is that you want to avoid making pay for skills that don't do anything for them. Actual tradecraft (i.e., doing the things spies do) seems like a combination of skills like Observation (to make sure you are not being followed), Filch (to let you pick up things without being noticed), etc. I don't think it's a skill just to know spies use techniques like dead drops, honey traps, etc. (Heck, even I know they do these things.) I think if you wanted to be sure that someone knew about them, and knew how to set up the operations, then I'd say the character should have Intelligence Analysis.

The same thing is true of confidence games. I'd say just knowing what confidence games are, etc. is part of Streetwise. Doing them is covered by skills like Acting, Fast-Talk, etc.

My recommendation for what we should do with con artists after we catch them is covered under Professional Skill (Tanner), but that's another issue entirely.

A lot of basic stage magic would be covered under Slight-of-Hand, but for designing major tricks, I would add "Stage Magic" as a specialty of Group Performance, with Slight-of-Hand as the prerequisite. So a high end stage magician like David Copperfield would have Performance, Slight-of-Hand, and Group Performance (Stage Magic) to cover designing and performing major illusions.

Anyway, that's my take on it.

Mark
Mgellis is offline   Reply With Quote
Old 07-17-2008, 10:34 PM   #56
pawsplay
 
Join Date: Sep 2007
Default Re: Professional skill (Spy)

Like I said upthread, I spy might have a skill in a particular kind of spying. For instance, Expert (Spy Recruitment) would tell you all about methods of recruiting people from the other side. But actually recruiting people would still be Psychology, Administration, Int Analysis, etc.

Something a good spy might have his History (Modern Espionage).
pawsplay is offline   Reply With Quote
Reply

Tags
expert skill, hobby skill, kromm answer, professional skill


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:13 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.