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Old 06-28-2014, 02:47 PM   #181
johndallman
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Default Re: Why are Contacts so Expensive?

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Originally Posted by Peter Knutsen View Post
One can also argue that Contacts should be exceptional people, the kind of people who do continue to improve observably throughout their entire life, just like PCs do.
Making that mandatory feels artificial to me: ordinary people can get involved with adventures, although it's not advisable for them.
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Old 06-28-2014, 03:02 PM   #182
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Default Re: Why are Contacts so Expensive?

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Originally Posted by Refplace View Post
The real problem with the cost is Freq of Appearance.
I have tended to not rely on the roll and used it based on situation but still assesed a cost based on how often it comes up.
But just drop the Freq of Appearance modifer and you get a much more comfortable cost.
Perhaps pricing shouldn't use "frequency of appearance" as much as (in some cases, different from the standard) Limitations like Accessibility, Limited Use, Preparation Required, Takes Extra Time, Takes Recharge, etc. If we want an Advantage, let us build an Advantage. :) Don't start with just modeling the most plausible/realistic version, because this is GURPS and there will be just as plausible exceptions before adding in the fantastic.
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Old 06-28-2014, 04:28 PM   #183
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Default Re: Why are Contacts so Expensive?

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Originally Posted by Otaku View Post
Perhaps pricing shouldn't use "frequency of appearance" as much as (in some cases, different from the standard) Limitations like Accessibility, Limited Use, Preparation Required, Takes Extra Time, Takes Recharge, etc. If we want an Advantage, let us build an Advantage. :) Don't start with just modeling the most plausible/realistic version, because this is GURPS and there will be just as plausible exceptions before adding in the fantastic.
Exactly.
Most if not all f those could be taken if its a spell or power for Allies, why not Contacts as well?
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Old 06-28-2014, 08:10 PM   #184
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Default Re: Why are Contacts so Expensive?

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Originally Posted by Refplace View Post
Exactly.
Most if not all f those could be taken if its a spell or power for Allies, why not Contacts as well?
I am starting to think this may be another example where it might be better to start with the rough concept you want to represent, choose as generic and universal of game mechanics as you can, and then tweak the final thing to fall someplace harsh realism (or the demands of fictional settings) and what works for said game mechanics.

I am still of the mind that Contact makes the most sense as a Limitation on Ally; it is just now that I wonder if the Ally Advantage (and a few people have questioned its pricing) is in a similar boat. If the Frequency of Appearance for Allies was set up so that Constantly appearing becomes the baseline and then apply modifiers for Frequency of Appearance Rolls and/or the various appropriate Limitations... because in some cases both would apply!

Actually, you probably already can do that for Allies, its just shifting the focus from the current "standard" rate of appearance to the "ideal" always there (just don't allow it when it doesn't fit the character/campaign) and re-evaluating the current value of Allies to see if it is indeed appropriate.
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Old 06-29-2014, 04:24 AM   #185
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Default Re: Why are Contacts so Expensive?

So I had an idea about how to redo Contacts from the ground up. All the point and percentage values are just rough top-of-the-head guesstimates, but I want to see what you think of the overall structure.

I started by saying that the main thing about Contacts is their contact with useful information, not their skill- although that can be added with Expert Knowledge. I realised that my ideas about Contact Networks and Institutional Contacts (not the best name, but anyway), were basically the same- instead of defining each Contact, you have a generic or modular source of information that changes when needed. I'm not happy with how Generic Contacts work in different geographic locations, but I thought the Area Class mechanic for Area Knowledge looked like a good place to start.

I've borrowed Peter's correspondence idea, but folded it in with my own about hacker newsgroups, then spelled it out in Gurps-ese.

I couldn't immediately think of a way of expressing the "hacker backdoor" idea or generalising it to a broader case, so I haven't included it yet.

And I think the 5 point base cost might still be high, so I haven't actually addressed the cost issue per se, but it is an easier point to start from when fiddling the cost structure.

I've dropped Reliability, and replaced it with Agreeability which covers some of the same ground, but a couple of extra modifiers could be added. I think the original Reliability was trying to cover too much ground, and actually included several different concepts. I haven't looked at Contact Groups, but I think they could be handled by a +50-100% enhancement to the Expert Knowledge modifier, depending on how many extra skills are added.

Quote:
Originally Posted by Daigoro's Contact Rules
Contact- 5pts
You know someone who can assist you with information or small favours. The base cost for any Contact is 5 points, modified by these modifiers.
Consider that the default reason to use Contacts is because they are in a position to know what's going on around them in their place in an organisation, social circle or government. If necessary, consider them to have the skill Current Affairs-12.

Availability
Use the Frequency of Appearance table.
OR
Based on Skill Roll- 0%
Specify a skill that you must roll against to make contact with your Contact. This is usually a skill such as Streetwise, Savoir-Faire, Politics or Intimidation. This roll may be modified as the GM sees fit.

Optionally:
The default is that a Contact is available 100% of the time. Buy them down with a Limitation if this is not the case.

Expert Knowledge
The reason you have this Contact is to take advantage of their knowledge in a certain field. The cost depends on your relative skill level with that skill.
Note that lower skill level Contacts may still be useful if they have time, equipment or access to restricted knowledge that the PC doesn't have.
Skill of Contact Relative to PC :: Cost
-4 to -2 +10%
-1 to +1 +20%
+2 to +4 +30%
+5 or more, or PC doesn't have this skill +40%

If a PC changes their own skill level, then either adjust the cost of the Contact appropriately, or have the Contact increase their skill level as well. Only do this if the PC spends points on the skill or their IQ, or if these are affected permanently.

Motivation/Agreeability
Generally Agreeable- 0%: The default level. The Contact will accede to most requests, and may be convinced to do something risky or against their interests if paid a reasonable bribe or offered a gift or favour in return.

Altruist/Indebted - +20%: The Contact feels indebted to the PC, so never asks for payment or favours. Otherwise, the Contact feels that the PC is working for the Contact's interests and wishes to help them in whatever way they can. For example, a government or corporate whistleblower feeding secrets to an investigative journalist.

Bribed- -20%: This Contact is expensive to maintain, and asks for significant bribes or favours to answer any request.

Reluctant/Intimidated- -40%: The PC has threatened, blackmailed or otherwise coerced the Contact. There is a risk that the Contact will report to the authorities or the PC's rival.

Specific and Generic Contacts
Generic Contact +50%: The default assumption is that a Contact is one defined, named individual, that the PC has written into their background story. Instead, the Contact might be a class of person, but who the specific individual is changes depending on the circumstances of the story, the location of the game or needs of the plot. (Note- this covers the both the ideas of Institutional Contacts and Contact Networks I mentioned previously.)

When needed, the GM rolls against availability, and may apply a bonus or penalty. A success means that such a Contact can be reached, while a failure means that none are available, or a previously used Contact may have been compromised, imprisoned or killed.

The base geographic range of the Contacts should also be specified. Choose an Area Class from the list under Area Knowledge, and apply those modifiers against the Availability roll.

Example 1: Cardinal Richelieu has a position and rank in the Catholic Church, but separate to this he has his own network of trusted informants throughout the city and in many levels of society. He doesn't need to define exactly who they are, but when needed he may ask the GM, "Do I have an informant among the prison guards?" The GM considers that such an informant would indeed be likely and easy enough to acquire, and applies +2 to the roll.

Example 2: Private Investigator Malcolm Wren used to work for the FBI, so possibly has Generic Contacts across the country (Area Class = Country). To see if he knows someone in the Houston field office, he rolls at -4 (two Area Classes down). If he goes to Mexico, he may be able to make contact with DEA agents based there. The roll uses the Long Distance modifiers from p241, and is at -6 or -7.

Other Modifiers
Summonable and Special Abilities: as per Allies.

Special Access +25%: Your Contact has security clearance, rank, initiation or special equipment that isn't available to the PC or would be extremely difficult or expensive to obtain otherwise.

Information Only -20%: Your Contact will never do any favours for you.

Introductions Only -40%: Your Contact never gives you information, they only put you in touch with people that may provide information, goods or services that are otherwise hard to locate. You will still need to negotiate with these people as normal, although your Contact's introduction may be worth +1 or +2 as a Reaction Bonus.

Correspondence Only (varies): You only communicate with your Contact via long-distance communication. This may be by phone, mail, email, text message, forum posts or even espionage-style dead-letter drops. It's possible you don't even know their true identity, but this isn't a necessary detail. There's a risk that your Contact may be compromised without you knowing, or that your communications are being intercepted or monitored.
Cost depends on the inherent time lag of communication, and whether it's by voice or written correspondence.
Voice/Phone -10%
Other instantaneous written communication, or reply within minutes -15%
Hours -20%
Days -30%
Weeks -50%
Months or Years -80%
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Last edited by Daigoro; 06-29-2014 at 04:29 AM.
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Old 06-29-2014, 08:42 AM   #186
Otaku
 
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Default Re: Why are Contacts so Expensive?

Daigoro, that seems like a good start at the very least (not like I have had a chance to test it to know for sure ;) ). Consider working out some of the more iconic examples: both to confirm the value seems appropriate and to make it easier to understand. While probably not an issue for people actually reading this thread, for some they really need to (or only really care) about worked out examples.
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Old 06-29-2014, 09:55 PM   #187
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Default Re: Why are Contacts so Expensive?

I like the Generic Contact and using the Area Knowledge penalties. That works quite well for the character who know someone everywhere.
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Old 06-30-2014, 07:13 AM   #188
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Default Re: Why are Contacts so Expensive?

What about adapting the "minimal intervention" limitation from Patron?
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Old 06-30-2014, 08:50 AM   #189
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Default Re: Why are Contacts so Expensive?

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Originally Posted by Ulzgoroth View Post
Command of a modern task group? I probably wouldn't call it that, no. There's a reason you see a lot more single-ship fiction...usually where the single ship operates independently. And where shore missions and/or boarding occur to put protagonists in direct personal combat.

...I don't think it is, actually. Not in any usage I've encountered or can find anyway.

I have no problem with a captain knowing a senator, though I'm really not sure what adventuring benefit that would have.
Seems like you're describing the movie The Final Countdown. A senator invokes his authority over the radio, attempting to get more information, but is unsuccessful due to being in the wrong time period.
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Old 06-30-2014, 09:18 AM   #190
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Default Re: Why are Contacts so Expensive?

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Seems like you're describing the movie The Final Countdown. A senator invokes his authority over the radio, attempting to get more information, but is unsuccessful due to being in the wrong time period.
Failed a Fast Talk/Intimidation roll too. Senators aren't in the chain of command at all;
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