Re: Social Engineering
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And that's for NPCs. For PCs, I'd say, "They make the following emotional impression on you," and let the player decide. Unless the character has Lecherousness, of course. Normally I figure that NPCs will react as the reaction roll indicates, unless there's a specific reason for certain reactions not to be plausible for them. Bill Stoddard |
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Social machinations are a form of mind control... kinda. I know a few players who get very frustrated in games where there is any hint of the DM or other players telling them how to feel and think in their characters (supernatural effects/powers aside). They view any mechanical influence as an attack. It's just their style of play. Why should they all of a sudden have a 'good' reaction to someone? In this style of play, unless the player feels the same pathos toward another character, getting told to react a certain way kills the game for them. (seen it happen personally). See Quick Primer by Old School Gaming about a different perspective on social game mechanics. I'm sure the GURPS Social Engineering will be neat and I look forward to it. I just hope Bill and the GURPS team address the issue of players as well as in-game stuff. Interestingly enough, the most successful Diplo-mancer I've ever seen, while having plenty of super natural powers to aid her work, was successful because she also had tons and tons of contacts and allies and other resources she could call on and bring to bear. She could get the team top notch gear, info and get us into places that hacking/fighting into would have been not fun. (the game was Shadowrun, Physical.. er Social Adapt). |
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Bill Stoddard |
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Re: Social Engineering
I would absolutely love something that dealt with social manipualtion at the macro scale. Social "mass combat" for diplomats/inteligence agencies/merchant concerns/supers groups/etc. And certainly updated rules for 4e memetics wouldn't be out of place, for use in TS campaigns and eventual inclusion in a new 4e TS setting book. Better to come up with comprehensive rules now.
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A united and possibly reworked version would be good, though. |
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I chose Bill for this book because he's just about the only GURPS writer I'm certain has run successful GURPS campaigns that were largely or entirely about social interaction. I think that speaks volumes about his suitability here! And I don't particularly think that Bill has a problem with crunch . . . he can't predict the future (which would've helped with Fantasy) or control other writers' minds (say, to make Lisa Steele write things you didn't like in Mysteries), but he does ask me before making rules calls (e.g., as in Supers), and has written his share of perfectly good crunch in such works as Steampunk, Steam-Tech, Covert Ops, and both editions of Low-Tech. And his playtest credit on Powers and Additional Material credits on High-Tech and Thaumatology weren't earned by not being good with rules. |
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