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#1 |
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Join Date: Nov 2011
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In the process of putting together house rules for social stuff my eye now turns to long term relationships.
What are your impressions of Social Engineering's Continuing Relationships? What house rule have you come up with for this sort of thing? |
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#2 |
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Join Date: Aug 2004
Location: Pioneer Valley
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None whatsoever. I don't feel the need to subject character or NPC long term relationships to rule mechanics. Either they're in one or they're not, either they're stable or they're not.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#3 | |
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Join Date: Nov 2011
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Quote:
I'm not really interested in debating whether rules for long term loyalty, trust and whatnot are necessary, just in seeing what people who do think they would be useful have come up with. |
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#4 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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How do you decide whether they're long-term/stable, or not? Ignore all the game-mechanical traits that influence the decision, and go by player skill alone?
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#5 |
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Join Date: Feb 2013
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Terrible idea. Cuts into game time. Sorry, what was the question?
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Leave this space blank. |
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#6 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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Quote:
Stipulating that we're not talking about solely romantic relationships, what are we talking about here? NPC+NPC? PC+NPC? PC+PC? If the first, I decide pretty much on whim. Relationships endure or break up for great reasons or poor ones, and often have very little to do with (in GURPS terms) applicable Advantages, Disadvantages or social Skills. There are many elements of gameplay and prep on which I can better spend my time than parsing out the mechanics. If the last, I have nothing to do with it. They can decide for themselves, based on what criteria (or lack thereof) seems to them good. PC+NPC? Well, then, now game mechanics and ongoing reactions rolls play a role.
__________________
My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#7 |
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Join Date: Nov 2011
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Unless you use different rules for the different categories it's unnecessary. The question is what rules people use to handle relationships in whatever categories rules are used in as long as rules are used in at least one.
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#8 |
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Join Date: Jan 2009
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To the extent that you don't use the rules for Allies, Patrons, Contacts, and other social Advantages and Disadvantages?
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#9 |
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Join Date: Jul 2007
Location: One Mile Up
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I don't see a need for special rules governing long-term relationships. A steady romantic partner can be anything from an Ally or Patron, to a Dependent, to an outright Enemy, and/or be the object of a Sense of Duty or Obsession, or nothing at all in game-mechanical terms, if they're an NPC, and are probably going to ignore stats and do what they want on this one no matter how good they are at playing otherwise if they're both PCs.
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#10 | |
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Join Date: Nov 2011
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Quote:
I didn't specify romantic relationships. I wasn't using "long term relationships" as a euphemism for romantic relationships, I'm using it to refer to relationships which are long in duration. When I mentioned Social Engineering's Continuing Relationships I meant to refer to that, not to the Courtship subsection. I trusted that this wasn't necessary to point out but apparently it is. What have people thought of those rules in Social Engineering and especially the Personal Loyalty, Building Trust and Loyalty in Play subsections? Have you made any expansions or tweaks? Do you have another system that you prefer? |
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| Tags |
| ally, contact, continuing relationships, loyalty, social engineering |
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