GURPS Social Engineering
Wow, GURPS Social Engineering has only been available from e23 for a few hours and already my announcement has been scooped a couple of times. Such is the the power of word of mouth, memes, propaganda, and plain old advertising. Which are, of course, but a few of the topics that Bill Stoddard explores in his latest work.Make you buy the book? Ever felt that the rules should give "face time" the same loving detail as face-punching, or preferred deception and manipulation to picking locks and planting bombs, or simply wanted more out of your PC's points in social skills? If so, this one's for you! From little white lies to getting elected (wait . . .), from sugary-sweet romance to starting fights, Social Engineering organizes and rationalizes everything ever written for social interactions in GURPS, adds tons of new options, and demonstrates how to use it all in play. Topics include social advantages (like Rank and Status), disadvantages (such as Odious Personal Habits), and skills; their applications, both expected and extraordinary; and how to square it all with GM intent and player approach. In true GURPS tradition, the advice crosses genre boundaries, and even pushes past the human factor to account for the superhuman and the nonhuman. If people actually talk in your games, you need this book. That isn't hyperbole, either. This is an 88-page monster. Everything is here. If you don't believe me, then take a look at the preview. Why yes, that index does have entries for economic monopolies, truth drugs, and taunting . . . |
Re: GURPS Social Engineering
I might have to put this second from the top of my wish list, behind only the aforementioned face-punching book.
|
Re: GURPS Social Engineering
The most important thing I can say about Social Engineering is that it's more than a supplement -- it's essentially an upgrade for GURPS. Much like Powers upgraded GURPS' exotic and supernatural advantages, and Martial Arts upgraded the combat system, Social Engineering takes the existing GURPS social rules and expands them with amazing detail and guidance.
A GURPS game that uses Social Engineering will have an easier time offering rich, deep, and exciting social interactions than one that doesn't. It's not just an add-on -- it's one of the rare supplements that mixes with the Basic Set to bring GURPS to a new level. |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
It is about half the size they want for a hardback, but if sales do really well then it could get a softcover which would be awesome. Probably have to sell about 600 PDF based on what he said, maybe as low as 500 but needs to do at least as well as Tactical shooting which is at 597 sales on E23. |
Re: GURPS Social Engineering
143 in the first day.
|
Re: GURPS Social Engineering
Quote:
Quote:
Gun Fu has not had the SC treatment (yet has more sales than TS), so it isn't just about the numbers! GF is smaller, but is bigger than each of DF1-4 whic got the SC treatment -but there were probably other factors in the decision to SC those. It's tricky to tell for us really, but first day sales of 143 is an excellent start, lets see if it can make over 200 today, and over 300 by next Friday! |
Re: GURPS Social Engineering
Quote:
Tactical Shooting sold 92 on the first day. I guess opening day numbers measure "anticipation" more than future sales. We'll see. Ts |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Months of "When Social Engineering comes out, it will cover X in greater detail", and when it finally comes out, it doesn't even rate a mention on the DI? or even Twitter? Wait! I know! They released it with a Tactical Shooting cover! Happy Hallowe'en!!
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
For as long as I can remember, the DI announcement for new e23 items has been the Monday after release. As far as I know, that's still the plan this time.
We tend not to do much same-day plugging of e23 items via Twitter, although I'll probably do a mention later today. (I'm still doing research into exactly how well Social Engineering did its first day.) I heard rumors that Bill Stoddard was planning on going door-to-door to every residency on Earth, making sure the word got out... but those plans might have been tweaked as being somewhat impractical. :-) EDIT: NINJA'D!!! |
Re: GURPS Social Engineering
Now I will have to give it a good reading and then figure out how to add epic feats of mass manipulation to my GURPS Exalted conversion...
|
Re: GURPS Social Engineering
Quote:
Quote:
Quote:
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
I don't expect you to release Psionic Powers in hardback, but if you had an infinite amount of money to spend on bashing the different Psionic Powers books together you could certainly still meet your length-criteria for hardback release. Sadly, you can't quite do the same with Gun Fu/Tactical Shooting. You'd need about one more supplement to make it hardback-sized. Adding in something like the Firearms chapter from High-Tech (or just expanding the ones already in TS), or adding in the ever-wanted 'Gun Design System' might flesh out that 'potential hardback'. You would need to find a lot more stuff to add to Social Engineering to justify it as a hardback. Not sure what you could add. Maybe something like a City Stats take on organizations in general, though that'd be, what, 10 pages at most? May be best fit as a Pyramid article. Social Engineer templates could be nice, or maybe Social Styles. Eh. Anyways, my point was that if you had infinite funds you could bash some things together in order to expand book-length into full-on hardcover-size, so it's not entirely a matter of content. It's also that the PDF model means you're selling things that might have been hardbacks 'back in the day' in bite-sized chunks. And hey, I'm happy with that! I like my PDFs, and I've been gobbling them up. If this 'bite-sized chunk' model means you release more cool stuff, I'm all for it, even if it means fewer hardbacks (and I have doubts that it does). |
Re: GURPS Social Engineering
Quote:
Quote:
|
Re: GURPS Social Engineering
The book is nice. I'm already going to use the expanded reaction tables, especially for pre- and peri- combat reaction rolls. :)
|
Re: GURPS Social Engineering
Quote:
As an aside, a roll against Games (Online Roleplaying) (each one is a familiarity; one point is usually World of Warcraft and either another combat one or Second Life) and some money (say, $20) let you design an avatar well enough to count as having an Attractive Appearance. Just throwing that out there, since I have seen folks react well to a well-designed avatar on a virtual world with no other interaction. |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
One thing I'd like to see (if someone can give me a page reference, if it IS in there...) is cultural styles. We already have Cultural Familiarity, so something to fit into a non-native culture.
We have styles for martial arts (unarmed and various pre-firearm weapons), for firearms, for magic... How about culture, or other social interactions...? (Dumb idea? Well, it's just off the top of my head. :-P) |
Re: GURPS Social Engineering
Quote:
Quote:
High-Born Nobility [3] Skills: Savior-Faire (High Society); Dancing. And that'd about be it. Not sure what the Style Perk would grant, either. These things aren't usually formally taught. |
Re: GURPS Social Engineering
Quote:
Do you know the expression "Hollywood ugly"? It's the other side of the same coin, I think. Bill Stoddard |
Re: GURPS Social Engineering
Quote:
Quote:
|
Re: GURPS Social Engineering
Quote:
Bill Stoddard |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
The Peter Principle, embodied in GURPS rules. Suffice to say, I don't see anything at all unrealistic about this rule:) |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
First rate people hire first rate people. Second rate people hire third rate people. Forget who that's a quote from.
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
Bill Stoddard |
Re: GURPS Social Engineering
So far, it looks useful indeed. I had to chuckle when reading the section on complementary skills, because all I could think of was Randolph Churchill's comment about Winston: "My father spent the best years of his life writing his extemporaneous speeches."
EDIT: I might add that I dearly wanted to be on the playtest for this one -- social engineering is essentially my professional stock in trade -- but knew I wouldn't have sufficient time. I'm glad to see it turned out so well. |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
I've found one odd thing:
Quote:
|
Re: GURPS Social Engineering
As a more positive and hopefully less controversial aside, this book has a good index. I know it's minor, but if you want every use of, say, the Politics skill, you can find it in back easily. I assume kudos are for RPK.
|
Re: GURPS Social Engineering
Quote:
Bill Stoddard |
Re: GURPS Social Engineering
Quote:
I would have liked some more Variant Reputation examples to clear some things up, but I'm going to make another thread about that. EDIT: Check that, there are some minor errors in the bookmarks. For example, Chapter 4's bookmark reads "The Organization• Man". No idea why. It happens on three chapter headings (Chapter 1, Chapter 4, and Chapter 6). If I go to rename the bookmark, the • disappears and turns into an extra space instead. Weird. |
Re: GURPS Social Engineering
Quote:
Thanks for the kind words; I'll be sure to pass along the compliment. |
Re: GURPS Social Engineering
GURPS indexes are almost always good. My players have already commented on that and the logical structure of the books. Now to find out if they actually like the frickin' rules...
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
Quote:
|
Re: GURPS Social Engineering
Quote:
Bill, can you give a bit more of a description of what 'Dominant/Unique' and 'Legitimate' mean in regards to Variant Reputation? Would a massive corporation that absolutely dominates its industry (say, Microsoft ten years ago) qualify as being Dominant/Unique? What if it has some significant competition, but is still massively powerful (say, Coca-Cola/Pepsi)? Would Legitimacy only apply to Governmental-type organizations, or ones created by Governments? Could a Corporation ever have 'Legitimacy'? What about religious institutions? I could see an argument for having the Catholic Church be 'Legitimate', but not Protestantism in some eras and locations, or Scientology being not-Legitimate in much of the modern world today. I'm guessing the 'Benefits of Rank' treat organizations as being certain qualities of Patron not because the organization itself might actually be that size, but because that's about the amount of aid that organization can give to an individual. For example, Rank in the CIA might only give benefits at the x100,000 level even if the CIA really has assets at the x1,000,000 level or more. This is similar to how it's described in Action, I believe. |
Re: GURPS Social Engineering
Quote:
Its probably a carry over from what was used to create the book that is not being interpreted correctly by your reader. Try looking at MS Word with the format codes visible sometime. Ugly. |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
Religious organizations may offer a better set of examples. Have you seen international statistics on religious diversity? The United States, for example, has a very high religious diversity score; our single biggest church, the Catholic, has only about 25% of the population. On the other hand, there are countries where not just a majority, but a massive majority of the population is Catholic, or Lutheran, or Orthodox. I wouldn't take a simple majority as enough for "dominance," but if basically everyone assumes that the other people they know will automatically be Lutheran—if "Protestant or Catholic" isn't even a question most people think of, for example—then you have dominance, even if there's a small percentage Jewish, or atheistic, or Baptist, or what have you. I'm not sure if I'd call Microsoft an example of dominance, because "PC or Mac?" was always a meaningful question. But that's a factually debatable point and one a GM could judge for their own campaign. Quote:
I suppose when you come down to it, "legitimacy" more or less amounts to "of course you have to cooperate with them/do what they ask: they're from the government/the Inquisition/the college of ollamhs." And, of course, a government can come to be seen as acting in the service of private interest groups at the expense of the society as a whole, and can even cease to be legitimate. See for example the French Revolution. You might even imagine a society where the enforcers were all seen as agents of private interests, and only some sort of judges or negotiators were seen as legitimate. See for example early Iceland or perhaps premonarchic Israel. Bill Stoddard |
Re: GURPS Social Engineering
Thanks for the excellent reply, Bill. That's pretty much exactly what I was looking for.
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
The debatability of their market domination would involve defining "the market"; there are numerous market segments within the software industry, and sorting them out objectively involved years of court proceedings for some standards of "objective". |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
As to dominating the market, though, you specifically cite "Microsoft ten years ago," which implies that Microsoft did not have that solid a lock on its line of business, as it lost it fairly quickly. I would hesitate to call that "dominance." It's not like Catholicism in Catholic countries, which tend to stay Catholic generation after generation. Being the most successful firm in an industry, even the overwhelmingly most successful, may or may not be "dominance": it depends on whether you actually control the industry in such a way as to exclude potential rivals, or you just have the top position because your customers willingly give it to you. See William Baumol's work on the theory of contestable markets. I think I would call this a GM judgment call, though, and I would say it reflects your personal model, as GM, of how the economy works in your campaign setting. Bill Stoddard |
Re: GURPS Social Engineering
Quote:
Quote:
|
Re: GURPS Social Engineering
FYI: 236 on e23 for Thursday and Friday, and that's without any help from the Daily Illuminator.
|
Re: GURPS Social Engineering
I'm planning very soon to run a TL3 fantasy game with more than a little politicking, specifically the PCs will be (possibly) gathering internal and external support for and subsequently leading a rebellion. Although knowing my players, they may be just as likely to turn in the plotters for a fat reward.
Now, I had two questions about Social Engineering for those who have had a chance to flip through it: 1) How much help will SE be for a game like this? 2) Should I postpone character creation a couple of weeks until I can get SE? |
Re: GURPS Social Engineering
Quote:
Quote:
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
Bill Stoddard |
Re: GURPS Social Engineering
I agree. It will be very helpful, but it shouldn't have a large effect on character creation.
|
Re: GURPS Social Engineering
I was curious because preview included some examination and reworking of Rank. If other social traits were similarly treated, it might make adopting during play, or even just between character creation and play, a little bumpy for such a social game.
I tend to allow alterations to character sheets through the first few sessions, anyway, but I do really want to read this before getting into play, at least. It may be serious scrounging time. |
Re: GURPS Social Engineering
Social Engineering hit 300 already :)
Making it in the top 100 GURPS books for E23 and in the Top 20 for the year. Not bad for a book that's been out less then a week |
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Will this book help me play Humphrey Appleby?
|
Re: GURPS Social Engineering
Quote:
|
Re: GURPS Social Engineering
Quote:
What surprised me about that is that during the playtest, it came up that Bill hadn't seen it before. I'd have thought that would have been a long-time favorite of his. |
Re: GURPS Social Engineering
Quote:
Bill Stoddard |
Re: GURPS Social Engineering
It exists in book form, in the form of Hacker's diaries.
Edit: Amazon has it. Among the praise for the book: 'Its closely observed portrayal of what goes on in the corridors of power has given me hours of pure joy' - Rt Hon. Margaret Thatcher MP |
Re: GURPS Social Engineering
A very late bump, because this doesn't really fit elsewhere...
On the GURPS products update page the blurb says they specifically did not want to make Social Engineering into a "social combat system". This struck me as noteworthy, because I wondered why that would ever be an expectation in the first place. Then I heard that DnD apparently put out a set of rules that basically were exactly that: combat, but with reputation instead of physical attributes. Here's a summary, on a different forum, to aid in comparison. Makes for interesting reading - it appears this was an article supplement to 4th ed. rather than a core rule. |
Re: GURPS Social Engineering
I get what your mean here. Personally, I prefer the GURPS Social Engineering approach.
Defining the book literally as a "social combat system", with mechanics substituting Hit Points/Health for Rank/Status (for instance) would have been . . . unsuitable —for saying the least. |
Re: GURPS Social Engineering
I'm still working my way through Social Engineering, and I like the content. I also think it's interesting to see what other, more abstract, mechanics are out there, especially as RPGs have usually under played social interactions for simple combat.
|
Re: GURPS Social Engineering
SG: Pretty much. In many ways, Social Engineering is the GURPS equivalent of "a social combat book," inasmuch as that means anything in GURPS -- but after what systems like d20 and Exalted did to redefine that term, it was important to ensure that no one thought we were implementing a "take the standard combat system, but just redefine everything social terms" approach.
Honestly, I have yet to play through a "social combat" that felt at all natural -- every time, the surrealism of it pulls me out of the verisimilitude. The craziest must've been a few months ago, in Exalted, when we had to convince a mayor to sleep with a call girl (long story), and I experienced the "Mass Social Combat rules." It was really weird to feel like I was being yanked out of the RPG and into a wargame, especially when the whole idea is that it's a form of social interaction (which usually leads to more immersion, not less). |
Re: GURPS Social Engineering
Quote:
I suppose you could do a "mass social engineering" system, along the lines of Mass Combat, and maybe even attached to it ("I want to propagandize the enemy city's populace into opening the gates"). It might even be interesting. But that's not what you see characters in a story or film doing, most of the time. You see Rorschach breaking the fingers of a bar patron who mouthed off to him while he asks the crowd questions. . . . Bill Stoddard |
| All times are GMT -6. The time now is 05:13 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.