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Old 03-06-2015, 01:35 PM   #31
Turhan's Bey Company
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Default Re: GURPS Boardroom and Curia

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Originally Posted by OldSam View Post
Let's say two political parties are facing each other as GURPS organizations in a conflict before an election. The question is who wins: a or b?
This sounds like a use of the election rules in chapter 5 of Social Engineering. I'd probably have a candidate or possibly campaign manager's skills be the important ones here, but that individual would have the support of the organization's Resource Value and Contact skills. There's probably room for expanded rules for soliciting donations, though.

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Another example: How can e.g. company a make a win on the market against company b?
Again, chapter 5 of Social Engineering. Dueling Merchant skill rolls determine who comes out ahead. The relationship between lost revenue and adjustment to Resource Value probably wants better definition.

So, yeah, the rules for this sort of thing already mostly exist. There's probably a good Pyramid article or two expanding Social Engineering's treatment of various kinds of social conflicts in the context of B&C. The important thing, I think, is to keep the focus on the individuals involved rather than treating organizations as autonomous entities, much as, in Mass Combat, the mass of troops provides a set of costs and capabilities, but ultimately it comes down to individual leaders contesting strategies.
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Old 03-06-2015, 03:26 PM   #32
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Default Re: GURPS Boardroom and Curia

After "City Stats" and "Boardroom and Curia"......

It's time for GURPS Interactive History!

http://www.sjgames.com/pyramid/sample.html?id=1705

Maybe not a supplement, but what about a Pyramid issue? :)
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Old 03-06-2015, 09:57 PM   #33
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Default Re: GURPS Boardroom and Curia

Does Mass Combat, Social Engineering, City Stats, and Boardroom and Curia handle differences in tech level between entities? Wealth adjustment? Lavish accommodations at TL so are not the same as TL 3. High tech used to overawe the natives, disparity in firepower/overwhelming numbers even with blasters taken into account...
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Old 03-07-2015, 01:18 AM   #34
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Default Re: GURPS Boardroom and Curia

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Does Mass Combat, Social Engineering, City Stats, and Boardroom and Curia handle differences in tech level between entities? Wealth adjustment? Lavish accommodations at TL so are not the same as TL 3. High tech used to overawe the natives, disparity in firepower/overwhelming numbers even with blasters taken into account...
Mass Combat certainly does. City Stats and Boardroom and Curia are not about interactions between organizations/cities, though, so while they have rules about TL and wealth and all that they don't have rules about interactions between cities/organizations based upon TL/wealth.
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Old 03-07-2015, 03:40 AM   #35
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Default Re: GURPS Boardroom and Curia

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Doesn't need one. It's kosher to simply mention someone else's IP, as an example or such. Heck, I tried to throw as many pop-culture examples into Monster Hunters as I could fit, and even did a straight up list of "these were the things that inspired MH" in Pyramid 31.
GURPS IP Code! Coming soon!

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Originally Posted by Turhan's Bey Company View Post
This sounds like a use of the election rules in chapter 5 of Social Engineering. I'd probably have a candidate or possibly campaign manager's skills be the important ones here, but that individual would have the support of the organization's Resource Value and Contact skills. There's probably room for expanded rules for soliciting donations, though.
Who wins? Alice Cooper of course.

Quote:
"And if I am elected
I promise the formation of a new party
A third party, the Wild Party!
I know we have problems,
We got problems right here in Central City,
We have problems on the North, South, East and West,
New York City, Saint Louis, Philadelphia, Los Angeles,
Detroit, Chicago,
Everybody has problems,
And personally, I don't care."
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Old 03-07-2015, 05:57 PM   #36
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Default Re: GURPS Boardroom and Curia

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Originally Posted by Joseph Paul View Post
Does Mass Combat, Social Engineering, City Stats, and Boardroom and Curia handle differences in tech level between entities? Wealth adjustment? Lavish accommodations at TL so are not the same as TL 3. High tech used to overawe the natives, disparity in firepower/overwhelming numbers even with blasters taken into account...
As much as possible, B&C relies on existing rules rather than creating new ones, and I think that's largely the case for City Stats. For example, in this case, there's already an interaction between Wealth (and the related income rules) and TL which ensures that a city or organization of similar Wealth to one of an earlier TL will be richer in absolute $ terms.
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Old 03-08-2015, 09:47 PM   #37
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Default Re: GURPS Boardroom and Curia

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Very nice, I waited for something like that for some time, inspired by company rules of RPGs like Reign for instance. Its also very good that the system is compatible with City Stats and Mass Combat.

After a quick read, I basically like what I see.
The problem for me, though, is that I am really disappointed what I did not see:
Rules for resolving conflicts between organisations. That would have been my personal priority with regards to an addon like that. I hope that this is already in progress as an addon to the addon at least... ;) Then it would be complete in my eyes.

My first thought was: Great, now I can resolve conflicts in fights for power with different empire or so, like in Game of Thrones for instance... But I did not find the rules for that - the foundation is there (well made IMHO) and the rules for running organizations on their own. Conflicts are, for me, the missing bit to make this addon a really great and valuable resource. Actually it would be the most important bit for my games.
I think they were left out to give the PCs something to do. To provide the framework for the organization saying, "Here's our mission and we need you to deal with XYZ Corp's project that will undercut our newest product. We can give you up to <Percentage of Resource Value> to do it, but anything else you need is up to you."

In the mean time, you look up XYZ Corp's data and see based on their wealth level and CR that their facility would have CCTV and rent-a-cops, plus their black research team is doing something with robots, so... killer robots is the surprise twist in the adventure and Bob's your uncle.
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Old 03-11-2015, 03:54 AM   #38
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Default Re: GURPS Boardroom and Curia

<wince> I don't like the "Zeroed" bit. It's going to encourage further misunderstanding of Zeroed with the words "At least initially". A Zeroed organization at the least should be able to persistently keep itself out of the mass media and remain unacknowledged by non-covert law enforcement.
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Old 03-13-2015, 05:27 AM   #39
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Default Re: GURPS Boardroom and Curia

...you know, this would have been very useful a few months ago before I started with the "nation building" aspect of my Cold Frontier campaign.
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