09-25-2020, 12:20 PM | #1 |
Banned
Join Date: Aug 2020
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Contact Group (SE: Keeping in Contact and others)
1. How shall I handle the advantage of a contact such as Apple or Microsoft? This contact should be able to provide Business, Technical, Research and Artistic skills...
2. If instead I wanted to represent Facebook, should I add Fraternal, News and Investigative skills on top of the previous ones? 3. Should I purchase a different Contact Group for each set of skills, or how would the final advantage look like? |
09-25-2020, 02:06 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Contact Group (SE: Keeping in Contact and others)
I'd treat them as a Wildcard Contact in that case. I would alow multiple purchases though. Say the player bought different divisions as different groups.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
09-25-2020, 02:53 PM | #3 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Contact Group (SE: Keeping in Contact and others)
Quote:
The "who does that?" problems tends to happen with organisations of more than a few thousand people, which aren't as centrally directed as armies: the organisation chart is so complex that most people only know their local regions of it. The tendency of upper management to re-organise every few years, and create increasingly meaningless names for divisions, makes the problem worse. The way to treat the whole company as a Contact is to have someone with vast executive authority as your primary Contact, and get them to use it to produce contacts (small-c) with the right people. A lot more people will promise to do this than will actually deliver on it.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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09-25-2020, 06:57 PM | #4 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Contact Group (SE: Keeping in Contact and others)
I have a suggestion that would apply to this and the other threads you've begun. Rather than starting with figuring out how to apply game mechanics, I would recommend starting with deciding what you want. After you determine that, then think about what game mechanics will work for you.
GURPS is called a "system" rather than a "game" for a good reason. It's intended as a toolkit from which you can pick and choose what you want. I have over 100 GURPS books, but in a single campaign I might only use a few of them on a regular basis. We ran a continuing fantasy campaign at Strategicon conventions (OrcCon, Gamex, Gateway) with just the GURPS Basic Set and what we created ourselves. We did that primarily because that way all the GMs (and the vast majority of the players) would have what they needed. Frankly, I was a little skeptical about it in the beginning, but it worked fine. One additional suggestion; if you don't already have it, you might want to get How to be a GURPS GM. I've run GURPS for many years, but still found it helpful.
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09-25-2020, 07:18 PM | #5 |
Join Date: Dec 2007
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Re: Contact Group (SE: Keeping in Contact and others)
Why should it provide all those things? I assure you I would not not look to Microsoft for everything I ever wanted to know about Polynesian wedding rituals, or 18 century sculptors. Nor would I phone them up if I wanted a Van Gogh forged...or even appraised.
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Tags |
contact, contact group |
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