Social Engineering
Might enough sweet-talk and cheap whiskey persuade Bill Stoddard to reveal some details about his upcoming GURPS book, "Social Engineering"?
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If we could apply Social Engineering so effectively to start with, why would we need the book?
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So we can do without the whiskey?
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If the book is what it sounds like, it would be rules for cultures and ecconomies. Think GURPS :Alpha Centauri's society/ecconomics rules only far more flexible and far better linked to real world knowlege and scholarship. It would let you give different groups and societies interesting flavors, edges, and weaknesses.
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You need to know your subject. Offering me anything with alcohol is good for about -3 to reaction or influence rolls.
I really, seriously, can't talk about either the length or the topics of Social Engineering; those are part of my contract with SJ Games. I'm willing to talk about why I think I'm a suitable person to write such a book, if that has any interest for you. Or I'm willing to watch as you discuss what you would want in a book on social position, reactions and influence rolls, and related topics, and maybe steal topics for the revision. Bill Stoddard |
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CATNIP FOR THE CAT GOD! YARN FOR THE YARN THRONE!! |
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((WARNING: Very tired and sleepy, so forgive me if I misremembered who wrote what books.)) |
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What points in Supers, Fantasy, and Mysteries did you dislike, Molokh?
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Bill Stoddard |
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Bill Stoddard |
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Well if you listen to ideas for your book then I would like to suggest a few. I think it could be useful to "warm up" those that the social engineer wants to control with mundane advantages first before using supernatural powers. FREX a succubus could use Sax Appeal to weaken the Will of a person before using her Mind Control powers, the same is true of a bard who could play beautiful mundane music first to weaken the Will of the listeners so that his spells would be less likely to be resisited. Scaring PCs first could also weaken the Wills of PCs so that an Elder Thing or demon would have an easier time making the PC go insane or get possessed.
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Would 'memetics at all TLs' be a bit too obvious a guess/suggestion? ^^
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Bill Stoddard |
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I think there should be a discussion of how much manners are likely to change -- and how severe the reaction penalties would be -- in cross-time and cross-world interactions.
For example, suppose a modern American were transported back a hundred years. He'll be able to speak the language, might not look outrageously out of place (particularly if he wore business attire), but his language and manners would be a bit off. How much would the reaction penalty be, and are there any other factors to consider? Now repeat the situation, but make it two hundred years. How much is the penalty? Or, heck, send him to 2010, but a 2010 where the American Revolution failed, and the British Empire (which includes most of North America) is still a going concern. How much then? |
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the rules for Cultural familiarity already covers that 8)
unless you wound to comed up with Social Levels in the mix? |
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Bill Stoddard |
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I, for one, am looking forward to this book. My current campaign has taken on a definite social and political bent, with parties, formal balls, truth potions, and a dire need to get the King hitched in order to prevent an unpleasant civil war.
Personally, I've been hoping for a little more expansion of the Politics skill. IE - how it might look in different settings, how to use it for influence peddling, rumor-mongering, and so forth. |
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Bill Stoddard |
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We've had long and loud discussions about social game mechanics in our gaming circle for years. The pros and cons usually wind up like this:
+ less social players can play social characters. goes along with less intelligent players can play genius characters. - you wind up with awkward moments. (i c-deuce the barmaid. yuk yuk). (and i've seen my share of socalled genius characters do dumb things because of dumb players). + it encourages roleplaying by provide a forum for it with risks, rewards and structure. - it stifles roleplaying by putting good roleplayers in a straitjacket of rules and stats they must have (and in GURPS, engineer) on their character sheet. + it allows beyond human capacity social powers. - it squashes PC free will. ( I c-deuce the Brick to go make me a sandwich. yuk yuk). Personally, I fall on the anti-social mechanics side, with the rare exception of magic/super social powers/spells, etc. I've had games (other then GURPS) pretty much silence my RP because the archetype i had was not a social one (I was a fighter or a wizard, not a bard/rogue). I knew if I opened my mouth, even with great points and good RP, a roll would be required and my stats would not support it. I'm also a little more old school, where stats were only desired for stuff you cannot do in person for safety/expense/legal reasons. What I'm curious about is if there will be a kit for everyman (er everyPC) to include some basic average social stats in there GURPS build. ~Zed |
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My campaign is highly political and social. I run a combat about once every 3 or 4 sessions. I still try to "engineer" (if you will) a sense of danger or menace and excitement when the pcs deal with the npcs. Having to deal with knights, barons, dukes, bishops and cardinals, even in a non violent situation, has dangers all its own. I am very much looking forward to this book. |
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And come to think of it, GURPS doesn't really have this problem either. All a successful Sex Appeal roll does is create a Very Good reaction. If the barmaid is disinclined to sleep with you, all your Sex Appeal roll gets you is a big blush and warm feelings (She might just give you a discount or something). Likewise, the player can merely respond with "Wow, I like your character more than ever," and not sleep with you. The GURPS social system focuses entirely on the Reaction Table, but allows characters to react, based on those guidelines (I like you/don't like you) however they see fit. It's only games like Exalted (which I think has a bad and unrealistic social system) where Social Rules translate into Mind Control. |
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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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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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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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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... |
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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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This sounds like a crunch heavy book, introducing more detailed rules for something that is currently lightly defined. As such, I think that it would invite serious problems not to do the utmost to identify and correct potential flaws in the work before publication. |
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(And, yes, I know that you can't discuss specific content, just think of these as 'I'd be interested in these things' statements) Quote:
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("They call him 'The Sand Spider.'" "Why?" "Probably because it sounds scary." Just like that.) |
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I like most of the stuff written by most everyone but I think Supers was the biggest improvement between 3e and 4e. |
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I know that for a long time I didn't give GURPS Mystery a look and then when I read it in a store I found it to be way more useful then as a source books for running Agatha Christie/Sherlock Holmes style campaigns (Which I thought it was at first). I bought it on the spot. Hope GURPS Social Engineering turns out to be the same way for social interactions. |
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Perhaps it will explain what the reaction bonuses measure. I have a sense of what things like 6 ohms or 10 HP are, but I always wondered what and how much +/- 1 to a reaction roll was supposed to measure.
Edit: Is there an ETA for publication? |
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What are the chances that this book will talk about the effects of the Wealth advantage?
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Bill Stoddard |
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Will there be a new specialization of Engineer - Engineer (Social)? And what would Engineer (Anti-social) cover?
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I declare All-Out-Defense (Stubborn and Unreasonable) against being convinced social game mechanics are a good thing in gaming.
~Zed (ironic post meant to be ironic) :D |
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but it not social in for therm of interpersonal interaction itself. |
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I am very excited about the prospect of this product! When I was tinkering with my own set of house rules and clarifications for these very issues, I was trying to accomplish a few things:
1) To unify the mechanics for short term reactions (reaction rolls and the like) with long-term relationships (contacts, favors, and other lasting interactions with NPCs). 2) To identify with greater specificity how I wanted to handle social skill effects on PCs (from both NPCs and other PCs). 3) Identify a couple-dozen techniques that derived from social and influence skills and by this identify specifically what could be done with these skills other than modifying the reaction number itself (there's a lot of meat already on the bone here in basic; I was trying to identify what the default usage of each skill was and what other things could be done). By doing this, I wanted Diplomacy-guy to feel like a very different character with different capabilities from Intimidation-guy or Fast-Talk-guy; essentially protecting more than just one niche for characters with a social influence focus. One of the things I liked here was establishing baseline times for how long it took to do various social things and differentiate a one-second in-combat use of intimidation from an hour-long good-cop/ bad-cop scenario use of the same skill. 4) Try and find a way (I never really got close to anything I really liked) to use these social mechanics as part of a morale system in combat, so that players would have some ability to control or influence when NPCs would stand down or flee (as well as being able to command or rally their allies). This is complicated because it needed to have opposed skills -- the NPC enemies fear of or loyalty to their own commanders needed to play a part here as well as whatever influence the players were trying to exert through the PCs. If the product handles any part of this (and it seems as though at least some of the above is in play), I will be thrilled to buy it. If there is a play test, I would be really, really exited to be able to apply. |
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EDIT: Ninja'd by da boss! |
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Bill Stoddard |
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My wish list or "things I throw out there in hopes there at least considered and not overlooked"
1 on 1 negotiation in a variety of circumstances. 1 on many for things like Public Speaking, Bards, Musical or Art , etc Exotic interactions such as with those who require an advantage to use social skills with. Examples are Spirit, Plant, Animal Empathy. Ideas for a GM to list and stat out what kind of things exotic beings want or otherwise would react to. Exotic beings include SciFi and Fantasy of course. Edit: Oh and a few techniques for some of the social skills would be cool. Thought about it before and seen ideas posted but the Tracking technique thread reminded me. Sure its not effective to take a lot of techniques but buying up 1 or two could seriously help define the Style of someone who does such social manipulation. And of course various ideas for techniques also can give us ideas on how to do certain things and the penalties or bonuses applicable in certain circumstances. |
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