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#71 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Please reread. Yes it is a social advantage, and note that I didn't say otherwise. However, it doesn't deal with the interpersonal dynamics side of "social" (which is what "engineering" blatantly covers) but with the economic side of "social" (which is huge . . . big enough for its own book, whence my GURPS Economics/GURPS Money quip). This book isn't "all social rules, ever" but "interpersonal dynamics rules," much as Martial Arts covered all low-tech, muscle-powered combat but left firearms combat for Gun Fu and Tactical Shooting.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#72 |
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Join Date: Aug 2004
Location: Nashville, TN
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I am very excited about the prospect of this product! When I was tinkering with my own set of house rules and clarifications for these very issues, I was trying to accomplish a few things:
1) To unify the mechanics for short term reactions (reaction rolls and the like) with long-term relationships (contacts, favors, and other lasting interactions with NPCs). 2) To identify with greater specificity how I wanted to handle social skill effects on PCs (from both NPCs and other PCs). 3) Identify a couple-dozen techniques that derived from social and influence skills and by this identify specifically what could be done with these skills other than modifying the reaction number itself (there's a lot of meat already on the bone here in basic; I was trying to identify what the default usage of each skill was and what other things could be done). By doing this, I wanted Diplomacy-guy to feel like a very different character with different capabilities from Intimidation-guy or Fast-Talk-guy; essentially protecting more than just one niche for characters with a social influence focus. One of the things I liked here was establishing baseline times for how long it took to do various social things and differentiate a one-second in-combat use of intimidation from an hour-long good-cop/ bad-cop scenario use of the same skill. 4) Try and find a way (I never really got close to anything I really liked) to use these social mechanics as part of a morale system in combat, so that players would have some ability to control or influence when NPCs would stand down or flee (as well as being able to command or rally their allies). This is complicated because it needed to have opposed skills -- the NPC enemies fear of or loyalty to their own commanders needed to play a part here as well as whatever influence the players were trying to exert through the PCs. If the product handles any part of this (and it seems as though at least some of the above is in play), I will be thrilled to buy it. If there is a play test, I would be really, really exited to be able to apply.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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#73 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
EDIT: Ninja'd by da boss!
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#74 | |
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Join Date: Jul 2007
Location: West Virginia
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Quote:
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Per Ardua Per Astra! Ancora Imparo |
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#75 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Well it's not GURPS but the FASA Star Trek RPG had an interesting system for doing just that 8)
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#76 |
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Join Date: Jun 2005
Location: Lawrence, KS
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#77 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Roleplaying in General is probably a better place for this topic, and in fact it has already been discussed there.
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#78 |
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Join Date: Jan 2008
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Although I'd love to see negotiation (Preferably that would be able to be applied equally well to haggling over the price of an antique as negotiating a peace treaty) be given as in depth a mechanical coverage as, say, the Combat Lite rules?
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#79 |
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Join Date: Jun 2008
Location: Milwaukee, WI
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As much as it irks me to say this, one of the things that Exalted does really well is avoid the question of what a person feels/doesn't feel for someon It's usually at the peace treaty scale rather than antiques, but it offers well-done mechanics. Since my games have a certain amount of social interaction, I end up using the GURPS modifiers on PC skills often. I look forward to an in depth book on the subject!
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Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
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#80 |
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Join Date: Nov 2008
Location: Yukon, OK
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My wish list or "things I throw out there in hopes there at least considered and not overlooked"
1 on 1 negotiation in a variety of circumstances. 1 on many for things like Public Speaking, Bards, Musical or Art , etc Exotic interactions such as with those who require an advantage to use social skills with. Examples are Spirit, Plant, Animal Empathy. Ideas for a GM to list and stat out what kind of things exotic beings want or otherwise would react to. Exotic beings include SciFi and Fantasy of course. Edit: Oh and a few techniques for some of the social skills would be cool. Thought about it before and seen ideas posted but the Tracking technique thread reminded me. Sure its not effective to take a lot of techniques but buying up 1 or two could seriously help define the Style of someone who does such social manipulation. And of course various ideas for techniques also can give us ideas on how to do certain things and the penalties or bonuses applicable in certain circumstances. Last edited by Refplace; 07-22-2010 at 01:00 AM. |
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