[New Release] GURPS Social Engineering: Back to School
Schools for super-powered fledglings! University antics! Boot camp! Training montages! Getting better, faster, smarter, more skilled! All this and more is easier than ever, with GURPS Social Engineering: Back to School.
This supplement -- written by GURPS Social Engineering author William H. Stoddard -- covers all aspects of teaching and learning, in group situations, one-on-one, in downtime, under pressure, and more. Get new character-improvement options, expanded rules for learning, social considerations, and much more. You'll also get campaign insight for running school- and education-based tales. It's time to teach you a lesson, with GURPS Social Engineering: Back to School. Class is in session today, thanks to Warehouse 23! |
Re: [New Release] GURPS Social Engineering: Back to School
Huh? No replies yet? And I thought my reading comprehension was sub-par. Back to School is one of those really universal supplements that anybody can make use of. Of course, it's invaluable if you want to run a Harry Potter or Buffy the Vampire Slayer game, but the rule tweaks are useful for everybody. I especially love the study roll and how it was expanded from Locations - Worminghall.
For those who are interested, I have posted a more elaborate review on my blog. |
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Re: [New Release] GURPS Social Engineering: Back to School
Thanks, indeed! I love to hear readers' thoughts. :-)
BTW, if you ever find any typos or editorial issues, please feel free to let me know! We admit we're not perfect, but one of the joys of the digital revolution is that we can fix minor mistakes without much trouble. |
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Re: [New Release] GURPS Social Engineering: Back to School
A fantastic book that's seen immediate use in my games.
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Re: [New Release] GURPS Social Engineering: Back to School
Very cool, and something I've wanted to see for a while.
1 question: does it contain suggestions for how to adjust learning times if one removes normal CP gain (from mission completion, sessions, etc)? If not in the supplement, any thoughts from the authors? Or from other board posters? |
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Really it depends on what effect you're aiming at. Do you want the PCs to gain skills at the high rate typical of PCs, but to do so without spending CP? Or do you want them to progress distinctly more slowly, at a pace more typical of people in the real world? Those two would call for distinctly different rules tweaks. |
Re: [New Release] GURPS Social Engineering: Back to School
You'll get more response from the thread in the main GURPS forum, here. This forum is fairly low-traffic.
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I was hoping for some happy medium, something fun that allows timely character ability changes but without the meta-game of session CP. |
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It is workable to require session CP to only be spent on improving abilities that were used in the session, although it tends to require a fair mount of book-keeping as a character gradually accumulates enough points in a skill to raise it a level. It is also workable to require some amount of training time per session CP spent, although this should be less than 200 hours. I've had reasonable results with requiring characters to spend 50 hours training each time they bought a new skill with session CP. |
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--- I am also considering changing the 'hours of learning' to 'uses', in regards to improving abilities. So: ...100 uses during life-or-death combat ...200 uses under the direct supervision of a qualified instructor ...400 uses if trying to improve by practicing exercises from a manual/etc ...800 uses if just doing it over and over again. Does this seem too easy? 1 CP for this many uses does not seem like very much. |
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If so, then I expect he's used stealth or disguise/bluff skills many many times. If not...I am stumped. Non-the-less, he must have spent time practicing? |
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