09-05-2016, 11:54 AM | #21 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Skill of the week: Psychology and Sociology
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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09-05-2016, 05:23 PM | #22 |
Join Date: Sep 2008
Location: near London, UK
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Re: [Basic] Skill of the week: Psychology and Sociology
I sometimes feel that my job in campaign/scenario design is to leave lots of things sticking out for players to choose to engage with, often in ways I hadn't anticipated. (I'm very fortunate in my players.)
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07-18-2021, 09:38 PM | #23 | |
Join Date: May 2005
Location: Oz
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Re: [Basic] Skill of the week: Psychology and Sociology
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Decay is inherent in all composite things. Nod head. Get treat. |
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07-19-2021, 03:44 AM | #24 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skill of the week: Psychology and Sociology
Quote:
Consider, for example, the Torches of Freedom event, in which women marched in New York's 1929 Easter Sunday parade while smoking cigarettes. They were hired to do so by an advertising executive, Edward Bernays (who consulted a psychoanalyst in planning the campaign), and it made more money for his client, but it also changed social customs. Of course Propaganda has been practiced since long before there was such a thing as theoretical sociology, but then Engineer goes back to long before there was anything approaching a scientific approach to physics.
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Bill Stoddard I don't think we're in Oz any more. |
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07-19-2021, 03:53 AM | #25 |
Join Date: May 2005
Location: Oz
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Re: [Basic] Skill of the week: Psychology and Sociology
Yeah. Propaganda might be the means that Social Engineers use to effect their designs, as Machining is a means that mechanical Engineers use to effect their designs.
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Decay is inherent in all composite things. Nod head. Get treat. |
07-19-2021, 06:44 AM | #26 |
Join Date: Jul 2005
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Re: [Basic] Skill of the week: Psychology and Sociology
My current game is an investigative one so Psychology is often useful to the players. Body Language and Interrogation would be more useful but even default Psychology can reveal things about people being questioned or the subtext of the sticky social situation a character has found themselves in. The campaign is set in the BANESTORM universe and my players wanted to know whether they had Psychology in medieval times. I assured them that Aristotle started the science of Psychology.
I've only ever used Sociology in a cinematic way with secret societies like those in THE COUNTRY OF THE BLIND who know the secrets of how cultures could be manipulated. I usually required the manipulator to be Illuminated and when it came to the Hivers in my GURPS TRAVELLER game the entire species was Illuminated. There was a hidden faction of Illuminated humans who had been behind the foundation of the Third Empire and used their skills to get their rivals in the Psionics Institutes outlawed.
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
07-19-2021, 07:49 AM | #27 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skill of the week: Psychology and Sociology
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A more realistic technology for sociological engineering would seem to be based on Law: that is, we want to bring about change X in human behavior, so we enact law P to induce that change. That kind of process probably could be well modeled by the GURPS rules for inventions, including the minor and major bugs rules; it's amazing how often laws have unintended consequences. See the parable about the peasants under the Qin Dynasty ("What's the punishment for armed rebellion?" "Death." "What's the penalty for being late to work?" "Death." "Well, brothers, we're late to work . . .").
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Bill Stoddard I don't think we're in Oz any more. |
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07-19-2021, 10:01 AM | #28 | |
Join Date: Apr 2020
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Re: [Basic] Skill of the week: Psychology and Sociology
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Expert Skill (Cliodynamics) [IW182] puts the skills for predicting where to put the hammer to change the course of history as Economics, Sociology, History, Geography, Current Affairs, Market Analysis, and Intelligence Analysis. The implementation of this is identified as being based on the relevant political and cultural skills for alteration. Knowledge that allows you to rebuild a culture exactly to spec would, of necessity, require a bunch of skills, but the difference between "I'm going to adjust society here at this one point and see how it goes" and "Psychohistory" is probably just Gadgeteer (Social). A real "Future Foundation" agent might have Oracle using Cliodynamics or Sociology as well. A 250 point character can probably model such an agent, though the budget will be getting tight (Future Foundation as a Patron; Oracle; Social Gadgeteer; and then brutal amounts of IQ/Talent/Skill.) |
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07-19-2021, 12:36 PM | #29 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skill of the week: Psychology and Sociology
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I think the primary skills are Expert Skill (Cliodynamics) and Mathematics (Applied).
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Bill Stoddard I don't think we're in Oz any more. |
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07-19-2021, 01:29 PM | #30 | ||
Join Date: Aug 2004
Location: U.K.
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Re: [Basic] Skill of the week: Psychology and Sociology
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Quote:
It's not so much cinematic science or superscience as dated assumptions - period superscience, in the terms I used in Steampunk 1, perhaps.
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Tags |
basic, psychology, skill of the week, sociology |
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