Re: Social Engineering
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1/94-12/95 Uplift: The crew of a trade pioneer ship selling earth merchandise to aliens 1/98-12/99 First Contact: Diplomats and scientists negotiate with an advanced alien race that arrives in the solar system in force in 1935 Oak and Ash and Thorn: Present-day British teenagers turn the wrong corner and find themselves in Faerie 1/03-12/03 Ghazi: Dan Melson, Janet Tait, Marc Biagi, Stacy Sallume/Risa Yardas Gods and Monsters: Alexander Shearer, Allison Lonsdale, Eben Brooks, James Hay, Tim Sallume Under the Shadow: Carol Kalescky, Jefferson Swycaffer, Katie Weatherup, Laura Luchau, Risa Yardas 1/05-12/07 Whispers: A mystery campaign set in Transhuman Space (and a major inspiration for Transhuman Mysteries) Plus some combat-heavier campaigns mixed in. But even those—for example, Salle d'Armes, which I ran to learn how to use the GURPS Martial Arts rules—had social encounters. Happily for me, my players always go for that sort of thing, so I get lots of practice. Quote:
Bill Stoddard |
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Is anybody at SJ Games HQ willing to play poker with RPK? |
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Re: Social Engineering
Personally I'm actually as interested in a good social campaign book as in a social rules book.
Because I've tried my hand at "courtly intrigue campaigns," and found that creating a huge cast of NPCs, their interconnected web of open and secret relationships (even with SocNetV), and last but not least a tangle of interesting intrigues is quite intimidating. A well written "how to" and "shortcuts" book would've been welcome... |
Re: Social Engineering
Can anyone (Dr. Kromm, Bill, or anyone else "in the know") give an idea of what this book's definition of "Social Engineering" would be? In other words, what might, say, the introduction say about the scope of the term?
Also, will there be a playtest for this supplement? Because, if so, I'm interested! |
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As to the scope of the book, you can infer that from what has already been said, and especially from the mention of GURPS Martial Arts. This is a book about things adventurers can do with social skills. Now, adventurers can try to change their societies, and sometimes succeed, so it will discuss what you might call the strategic parts of social engineering; but it will be more about the tactical parts, or direct social interaction. It's not a worldbuilding book. Which is not to say that such a book wouldn't be interesting! But for a small treatment of parts of that topic, see GURPS City Stats. Bill Stoddard |
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