01-19-2019, 11:01 AM | #14 |
Join Date: Jan 2011
|
Re: What would be the skills to obtain sovereignty?
I might have missed this somewhere in the thread, but a relevant question is:
Is this something you as GM have decided is happening in your campaign? Because if it is, the only required skills are Games (GURPS)-12, Writing-12, and Computer Operation/TL8-11, all of which you obviously possess. If it's what you want to set up as the background for your game, there's no reason to worry about what skills would be used - you can just say, "This is my setting, let's play." [I tend to suspect this is the case, and that this is the corporation of the characters you had been asking about in another thread] On the other hand, if your players have decided that they want to do this as part of a long-term campaign, then that's a rather different situation, one I don't see as "realistic" at all. America isn't the world, and most other countries have strong rules regarding anti-trust [here in Canada, the government prevented two of the major banks from merging a number of years ago precisely to prevent too much concentration of finances in one place; we also have a successful book/gift store chain that has competed successfully in the face of Amazon for years, just as two examples]. Therefore, worrying about a "realistic" way to handle it seems moot. However, it's ultimately up to you; do you want them to be able to do this? What will happen to your world after it happens? What sort of campaign would you have if they succeeded? And are you willing to break the game to let them do it? It certainly could be fun for the players, but where do you go when you rule the world? Ultimately, I feel that if you are willing to extend Contacts beyond Skill-21, allow society-breaking technology to flourish, and pretty much ignore trends in politics and society in the real world to achieve your ends, you've already decided what you want to do. |
Thread Tools | |
Display Modes | |
|
|