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Old 10-11-2017, 05:50 AM   #1
Magic_Octopus
 
Join Date: Jul 2009
Default Group rules

Are there rules for groups in GURPS similar to the ones in Reign RPG, or Earthdawn?

In Reign, the characters are part of an organization, that can be a church, a guild, a street gang, anything. The group has stats that are sometimes rolled against, to see what happens on the macro level. On the micro level the characters have to take part in adventures in order to boost the company stats (because they are, by default, pretty low, in order to encourage said adventures). Thus adventuring will benefit the stats of the organization, which in turn makes the rolls easier, and the characters' actions are tied to the macro level of the organization.

In Earthdawn, your adventuring group can have a "pattern". You can link your magical items into this pattern, and if you use the item in order to further the goals of the group, you get a bonus to your rolls.

Has anyone come up with anything similar for GURPS?
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Old 10-11-2017, 07:04 AM   #2
ericthered
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Default Re: Group rules

Gurps can do an organizational management game with surprisingly little abstraction. Rules for it are found in Gurps: Board and Curia.

Mailanka Talks about such things in orphan of the stars. Of particular note are these two articles: Gameplay of Politics, and Gameplay of Organizations.
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Old 10-11-2017, 12:34 PM   #3
Kromm
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Default Re: Group rules

Quote:
Originally Posted by Magic_Octopus View Post

Are there rules for groups in GURPS similar to the ones in Reign RPG, or Earthdawn?
You have quite a few options, depending on how you see groups working:
Quote:
Originally Posted by Magic_Octopus View Post

In Reign, the characters are part of an organization, that can be a church, a guild, a street gang, anything. The group has stats that are sometimes rolled against, to see what happens on the macro level. On the micro level the characters have to take part in adventures in order to boost the company stats (because they are, by default, pretty low, in order to encourage said adventures). Thus adventuring will benefit the stats of the organization, which in turn makes the rolls easier, and the characters' actions are tied to the macro level of the organization.
You'll find GURPS Boardroom and Curia and GURPS Social Engineering: Pulling Rank most useful for that.

Quote:
Originally Posted by Magic_Octopus View Post

In Earthdawn, your adventuring group can have a "pattern". You can link your magical items into this pattern, and if you use the item in order to further the goals of the group, you get a bonus to your rolls.
Groups as small as adventuring parties aren't quite what the above supplements cover. For what you're talking about, I'd recommend a clever use of the Higher Purpose advantage (p. B59), similar to Team Player on p. 16 of GURPS Dungeon Fantasy 11: Power-Ups. Nothing says you couldn't allow two or more levels of this if you want the team to "come together" over time.
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