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Old 07-10-2015, 11:17 AM   #1
Steven Marsh
 
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Default [New Release] GURPS Social Engineering: Back to School

Schools for super-powered fledglings! University antics! Boot camp! Training montages! Getting better, faster, smarter, more skilled! All this and more is easier than ever, with GURPS Social Engineering: Back to School.

This supplement -- written by GURPS Social Engineering author William H. Stoddard -- covers all aspects of teaching and learning, in group situations, one-on-one, in downtime, under pressure, and more. Get new character-improvement options, expanded rules for learning, social considerations, and much more. You'll also get campaign insight for running school- and education-based tales.

It's time to teach you a lesson, with GURPS Social Engineering: Back to School. Class is in session today, thanks to Warehouse 23!
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Old 07-12-2015, 09:45 AM   #2
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Default Re: [New Release] GURPS Social Engineering: Back to School

Huh? No replies yet? And I thought my reading comprehension was sub-par. Back to School is one of those really universal supplements that anybody can make use of. Of course, it's invaluable if you want to run a Harry Potter or Buffy the Vampire Slayer game, but the rule tweaks are useful for everybody. I especially love the study roll and how it was expanded from Locations - Worminghall.

For those who are interested, I have posted a more elaborate review on my blog.
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Old 07-12-2015, 11:41 AM   #3
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Default Re: [New Release] GURPS Social Engineering: Back to School

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Originally Posted by Blind Mapmaker View Post
Huh? No replies yet? And I thought my reading comprehension was sub-par. Back to School is one of those really universal supplements that anybody can make use of. Of course, it's invaluable if you want to run a Harry Potter or Buffy the Vampire Slayer game, but the rule tweaks are useful for everybody. I especially love the study roll and how it was expanded from Locations - Worminghall.

For those who are interested, I have posted a more elaborate review on my blog.
Thanks for a very detailed review, the first I've seen.
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Old 07-12-2015, 12:59 PM   #4
Steven Marsh
 
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Default Re: [New Release] GURPS Social Engineering: Back to School

Thanks, indeed! I love to hear readers' thoughts. :-)

BTW, if you ever find any typos or editorial issues, please feel free to let me know! We admit we're not perfect, but one of the joys of the digital revolution is that we can fix minor mistakes without much trouble.
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Old 07-13-2015, 08:21 AM   #5
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Default Re: [New Release] GURPS Social Engineering: Back to School

Quote:
Originally Posted by Steven Marsh View Post

BTW, if you ever find any typos or editorial issues, please feel free to let me know! We admit we're not perfect, but one of the joys of the digital revolution is that we can fix minor mistakes without much trouble.
And as the editor, my apologies if there are a few glitches in there. (Yes, being able to move content around in a flash thanks to the wonders of digital technology is both a blessing and a curse.)
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Old 08-08-2015, 05:04 AM   #6
Flameblade
 
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Default Re: [New Release] GURPS Social Engineering: Back to School

A fantastic book that's seen immediate use in my games.
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Old 11-04-2015, 10:48 AM   #7
reddir
 
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Default Re: [New Release] GURPS Social Engineering: Back to School

Very cool, and something I've wanted to see for a while.

1 question: does it contain suggestions for how to adjust learning times if one removes normal CP gain (from mission completion, sessions, etc)?

If not in the supplement, any thoughts from the authors? Or from other board posters?
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Old 11-04-2015, 12:28 PM   #8
whswhs
 
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Default Re: [New Release] GURPS Social Engineering: Back to School

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Originally Posted by reddir View Post
Very cool, and something I've wanted to see for a while.

1 question: does it contain suggestions for how to adjust learning times if one removes normal CP gain (from mission completion, sessions, etc)?

If not in the supplement, any thoughts from the authors? Or from other board posters?
Not directly addressed, though some of the content in Chapter 1 is relevant.

Really it depends on what effect you're aiming at. Do you want the PCs to gain skills at the high rate typical of PCs, but to do so without spending CP? Or do you want them to progress distinctly more slowly, at a pace more typical of people in the real world? Those two would call for distinctly different rules tweaks.
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Old 11-04-2015, 12:33 PM   #9
johndallman
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Default Re: [New Release] GURPS Social Engineering: Back to School

You'll get more response from the thread in the main GURPS forum, here. This forum is fairly low-traffic.
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Old 11-04-2015, 12:53 PM   #10
reddir
 
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Default Re: [New Release] GURPS Social Engineering: Back to School

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Originally Posted by whswhs View Post
Not directly addressed, though some of the content in Chapter 1 is relevant.

Really it depends on what effect you're aiming at. Do you want the PCs to gain skills at the high rate typical of PCs, but to do so without spending CP? Or do you want them to progress distinctly more slowly, at a pace more typical of people in the real world? Those two would call for distinctly different rules tweaks.
I would be looking for advice on making it closer to real world, but at the same time avoiding a feeling of drag. The system is expected to be balanced for both '200 hrs learning' & 'session CP', and even then some folks might consider the ability growth slow.

I was hoping for some happy medium, something fun that allows timely character ability changes but without the meta-game of session CP.

Last edited by reddir; 11-04-2015 at 12:57 PM. Reason: spelling, clarity
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