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#81 |
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Join Date: Aug 2004
Location: Boston, MA
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Here are a few things on my wish list.
Social Traits Obviously guidelines on social traits that influence reaction rolls should be given (which Advantages give bonuses to social skills, how they stack with other Advantages/skill bonuses etc.). But it would also be useful to have some advice of creating realistic v. cinematic socially powerful characters. For example it can be difficult to get a sense of a character’s power based on CPs when most of the points are in social traits. Generally what I do (when creating a Patron for the PCs or something) is to make a character at some reasonable point level excluding all social traits, then add in Rank, Status, Wealth, etc. afterwards. Some advice and guidance along those lines could be useful to the topic of personal interactions. NPC Relationships This might be a little off topic, but I’d love to see it in this book or another: as someone mentioned it is a pain to generate and keep track of all the public/private relations of NPCs which are needed as the background landscape for any game highlighting social interaction. Tables, charts, graphs etc. (think GUPRS Space planetary design) and corresponding advice would be awesome! Cross Class Relations Discussion of interaction across social classes would be useful. Say, my noble needs to hire a couple of thugs to “take care of” a political rival; what are his penalties to social skills rolled at because he has Savior-Faire (High Society) and the assassins have Streetwise? Should he be rolling Streetwise even if it’s at default? Should he have remembered to spend some points on Streetwise if he had planned to have some shady dealings? Etc... |
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#82 | |
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Join Date: Jan 2008
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The difference between combat and social interaction is that social interaction is not zero-sum. Debating in politics aside, head to head interactions are only considered successful if both sides feel like they 'won'. It gets interesting when you think about competing for lucrative deals against others where you are trying to impress the buyer, not your opponents. Will there be: GURPS: Social Engineering - Level 1 Tech-support? Talk about social combat! |
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#83 | |
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Join Date: Jan 2008
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However - And this might just be me mistakenly conflating how much a focus a game session has on a single event and the drama of that event (Although - Combat tends to be more dramatic than contests of skills which tend to be more dramatic than quick contests), I can't help but worry that if I'm ever basing an adventure around peace negotiations to avoid a civil war, things might be a bit of an anticlimax compared to if the adventure was based around, or at least concluded with, a fight scene, simply due to the seeming more soft-focus of the social subsystem GURPS has even compared to the basic combat system (and, I feel, the combat lite system) Does that make sense? |
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#84 |
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Join Date: Jul 2007
Location: West Virginia
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Thanks kind sir.
__________________
Per Ardua Per Astra! Ancora Imparo |
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#85 |
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Join Date: Dec 2006
Location: Meifumado
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My suggestions for such a book-
1) Discussion of Contacts, and how to make them worth the points, and perhaps a handful of new enhancements for them (such as Network or Authority). See these threads for details- http://forums.sjgames.com/showthread.php?t=46715 http://forums.sjgames.com/showthread.php?t=53308 2) Patrons, Enemies and Allies could also get some expansion, but I have no suggestions for how. Perhaps some discussion on what differentiates Contacts and Allies? Combining Enemy and Ally/Dependent in the same person (younger brother who'll help you out, but then rat you in to to dad and get you in trouble)? Kromm had some ideas on fiddling with Frequency of Appearance for Allies up recently. 3) Organisations- This thread has some ideas which might be regarded as social, but might be outside the purvue of the book- http://forums.sjgames.com/showthread.php?t=49258 4) And a thread on Propaganda skill- http://forums.sjgames.com/showthread.php?t=68867
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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#86 |
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Join Date: Dec 2004
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Any chance this could include some kind of meta-system for Advantages/Disadvantages and Meta-traits affecting reaction rolls. That's implied in GURPS Basic but it would be interesting to make it explicit. For instance, the overall rule seems to be 5 points per +1 reaction roll, regardless of how generated, with modifications applied. E.g.:
Attractive: +1 Reaction (Appearance Based -20%): 4 pts Or (extrapolating) Beautiful +2 Reaction (Appearance Based -20%): 8pts and +2 Reaction (Appearance Based -20%, Only those attracted to your sex -20%, Distinctive Features -10%, May drawn unwanted attention -10%): 4 pts, total 12 pts. The extra modifiers for Beautiful aren't listed but are implied - "Affects only those attracted to your sex" is roughly equivalent to "Affects women only" or "Affects men only" and so should be -20%. Status: +1 Reaction (Includes social perks +20%, Not personal -20%): 5 pts. Again this is not stated but implied. I just think such a system could be useful. |
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#87 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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I'm very interested in this book.
Ever since I GMed Exalted, I've been interested in RPG rules for large-scale social manipulation. If this book also allows for cinematic and over-the-top social engineering, I will be very happy indeed...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#88 | |
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Join Date: Jun 2010
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Quote:
Yes I know he was a bastard. He still had impressive speech making ability. |
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#89 | |||
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Quote:
Quote:
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In short, there are ways to give yourself bonuses to Public Speaking outside of your voice, your speech or even the content of your speech. |
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#90 |
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Join Date: Dec 2006
Location: Meifumado
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I think the other obvious thing for a GURPS Social Engineering book, if it hasn't been mentioned upthread, is just how to make an adventure centered on social interaction- much as Mysteries does for mystery adventures.
How many NPCs should you have? How many factions with competing goals? How many subplots is enough or too many? How do you include dramatic tension without resorting to the threat of violence? What dramatic niches should NPCs have, and how much information can each give the party? Basically stuff you might find in a novel-writing textbook, but focussed on GMing.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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