GURPS Boardroom and Curia
Suppose you want to get organized . . . I mean, really organized. You have GURPS Social Engineering for all your scheming and influence-peddling, and GURPS Mass Combat for when you lead your army to victory. But that skips Step 2 – the one that comes between "I talk to a few guys" and "I achieve world domination," the part where you arrange your people into a hierarchy and figure out a way to pay for your legions.Organizations That's where GURPS Boardroom and Curia comes in. It provides a systematic way to define the vital statistics of organizations, much as GURPS City Stats does for cities. (In fact, the working title was GURPS Organization Stats, but that seemed too boring – like something created by a bureaucracy – so we changed it.) At a glance, you can figure out a group's size and wealth, the resources it can bring to bear, and exactly how cohesive it is and how loyal its members are. It doesn't stop there, though. Boardroom and Curia also covers tasks for and pertaining to organizations, including how to create them, run them, and use and abuse their resources. It elaborates on how organizations work as Patrons, Allies, and Enemies for PCs. And of course it provides a whole chapter of examples, from a 15th-century bank to a 22nd-century biotech company – including some unusual ones, like a superhero team and a Cabal brotherhood. Remember, SJ Games brought you Illuminati – we know this stuff! You can trust us. And if you don't, well, don't you at least want to read the organizational handbook? — Store Link: http://www.warehouse23.com/products/SJG37-0151 |
Re: GURPS Boardroom and Curia
Interesting. Gonna have to scope that out.
Thanks for mentioning it; I wouldn't have known it existed otherwise. :) |
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Oh man, perfect for my upcoming GURPS Dark*Matter game (which is very much like Illuminati)! Does this kind of replace Illuminati or is that older book still useful?
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Now, if you want to be able to compare the relative incomes of Cosimo Medici and Al Capone it's covered. :) |
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Does this volume include any details on using the resulting organizations with GURPS Social Engineering: Pulling Rank?
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I've already statted up a thieves' guild I've been making for a few weeks (what is a fantasy game world without a thieves' guild, unless Greyhawk isn't out yet?). It's pretty handy. I had the key stats done in about 15 minutes.
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Happy birthday to me,
Happy birthday to me. Happy birthday dear meeee. Happy birthday to me. Seriously, one of my favorite things is incorporating cities, nations, and organizations into a game and rules support for these sorts of things is probably my favorite part of GURPS. I'm going to have to peruse the rules for a bit to see, but I'm hoping I can kitbash this, some pyramid articles, Social Engineering, and City Stats to make a useable nation-state ruleset. |
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Also, YAY! It's out. |
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I think this is the first 4E release where I didn't have a clue what it was about from just the title.
Only had a chance to quickly scan through it, but I like what I see so far. |
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This book was pretty cool and one I wanted for awhile, pretty much since City Stats.
The Rash modifier is perfect for some silly games, applicable in others too but more fun with slapstick in mind. Was surprised to see the Green Lantern Corps mentioned by name. That get a legal pass as a reference or something? I liked the variety of organizations in the sample chapter. Overall I would say its about as useful as City stats and glad it referenced other works. The Contact seems a bit off and Patron cost. Also need to see how it meshes with the Captains Boat article. |
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Hmm... yes...
*steeples fingers* This will do quite nicely. Quite nicely indeed. |
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*eyes the recent release*
*eyes budget* *shakes fist in the air* CURSE YOU, RED BARON! </snoopy> Yeah, yet another item for my wish list I didn't expect to get released. This would work wonders for my Marvel Reboot project, particularly guys like Green Goblin, Baron Zemo, and Baron von Strucker, not to mention the Kingpin.... |
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So City Stats, Social Engineering, and Boardrooms and Curia are all infrastructure modeling aids. Can they be stretched to cover larger political formations such as kingdoms, nation-states, or stellar empires?
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City Stats can handle habitats and larger government models with broad strokes. Boardroom and Curia can handle companies, govt agencies, etc regardless of size but does not handle populations and such. So the two are compatible with minimal overlap. Social Engineering then handles the negotations and politics itself. The missing piece which could be hand waived but I would like to see is raw resource and devolpment. That covers how much food you need and what is required at any given TL (the tech series and Urban Magic help some) and mining, lumber other resource from the land. I think merchant trade income still has room for a book as well but the above works for anything but a merchant campaign. |
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Very nice, I waited for something like that for some time, inspired by company rules of RPGs like Reign for instance. Its also very good that the system is compatible with City Stats and Mass Combat.
After a quick read, I basically like what I see. The problem for me, though, is that I am really disappointed what I did not see: Rules for resolving conflicts between organisations. That would have been my personal priority with regards to an addon like that. I hope that this is already in progress as an addon to the addon at least... ;) Then it would be complete in my eyes. My first thought was: Great, now I can resolve conflicts in fights for power with different empire or so, like in Game of Thrones for instance... But I did not find the rules for that - the foundation is there (well made IMHO) and the rules for running organizations on their own. Conflicts are, for me, the missing bit to make this addon a really great and valuable resource. Actually it would be the most important bit for my games. |
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Awesome! I saw this release yesterday and immediately thought, "What a cool supplement!" Just the sort of thing that makes GURPS what it is.
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I am OK with coming up with day to day routines of staff and supplicants/citizens using services/etc of organizations within a populated area on my own. What I would be looking for is how to resolve things between polities or organizations within a polity. Ideally I could use B&C to flesh out the organizations in Space. How much can the Intelligence Service interfere with Law Enforcement? Does someones personal satrapy have the wherewithal to flout functionaries of the Imperial Government? How much are which organizations dependent on others? |
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Now, if we were to go as far as statting the Corps up, that starts to get squishy . . . |
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This has already made its way into my current campaign as ways to think about organizations. I've been hoping for this one.
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Now party a successfully manages to gain reputation. How does that affect party a? (e.g. New reputation b = Old reputation b - Reputation win a?) Or, as an alternative, making it the other way around: How do I handle a "negative reputation" campaign against the other party? I'd say this kind of stuff is very important. Also the same mechanics could be used to handle "rumour" about a person, affecting his/her reputation (reaction rolls) etc. Another example: How can e.g. company a make a win on the market against company b? Thus in GURPS terms, company a would increase the resources, while company b would lose some... These mechanics would definitely be very nice for my games. Really does not have to be very detailed (can be quite abstract), but there should be a good way to generally resolve conflicts. |
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So, yeah, the rules for this sort of thing already mostly exist. There's probably a good Pyramid article or two expanding Social Engineering's treatment of various kinds of social conflicts in the context of B&C. The important thing, I think, is to keep the focus on the individuals involved rather than treating organizations as autonomous entities, much as, in Mass Combat, the mass of troops provides a set of costs and capabilities, but ultimately it comes down to individual leaders contesting strategies. |
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After "City Stats" and "Boardroom and Curia"......
It's time for GURPS Interactive History! http://www.sjgames.com/pyramid/sample.html?id=1705 Maybe not a supplement, but what about a Pyramid issue? :) |
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Does Mass Combat, Social Engineering, City Stats, and Boardroom and Curia handle differences in tech level between entities? Wealth adjustment? Lavish accommodations at TL so are not the same as TL 3. High tech used to overawe the natives, disparity in firepower/overwhelming numbers even with blasters taken into account...
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In the mean time, you look up XYZ Corp's data and see based on their wealth level and CR that their facility would have CCTV and rent-a-cops, plus their black research team is doing something with robots, so... killer robots is the surprise twist in the adventure and Bob's your uncle. |
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<wince> I don't like the "Zeroed" bit. It's going to encourage further misunderstanding of Zeroed with the words "At least initially". A Zeroed organization at the least should be able to persistently keep itself out of the mass media and remain unacknowledged by non-covert law enforcement.
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...you know, this would have been very useful a few months ago before I started with the "nation building" aspect of my Cold Frontier campaign.
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