This supplement is not called "GURPS Organisations", but it might as
well have been.
Disclaimer: I received playtest credit in this book and
therefore did not pay for it.
Organisations have often received short shrift in role-playing games,
which have usually been about exceptional people. However, player
characters often interact with organisations, whether they're trying
to infiltrate and destroy them or whether they have them as patrons.
Occasionally it's been tried, as when Cyberpunk 3rd edition
suggested that the GM make up character sheets for corporations or
when Dark Conspiracy introduced a basic system for patronage, but
generally not in much detail. This book aims to cover that field.
For those expecting detail, it's here, but this is not a full-on
organisation game: you can't stat up two organisations, set them
against each other, and see which one wins. Rather, this is about
defining the ways organisations interact with player characters: how
much stuff do they have, and how loyal are their members?
Organisation stats include membership, general wealth level, and
Contacts – which means the type of Contacts available to the
organisation's members (for example, a businessmen's club might make
financial skills available, whether in some structured setup or via
informal networking). Typical traits for members are also listed:
Legal Enforcement Powers for that police force, Enemies, Duty,
Intolerance, and so on. An organisation may also offer special
resources that don't easily fit that framework. There's also a
modifier to reaction time: when a member makes a request, how long
does it take to get a decision?
The organisation also gets a startup cost (how much money would it
take to set up an organisation like this), a resource value (how much
it has as a discretionary budget), and Patron, Enemy and
Ally/Dependent values (if a PC takes the organisation as a friend or a
foe, how should that be scored on his sheet?) There is a list of broad
organisational types (Advocacy, Criminal, Hobby, Religious, etc.), a
Control Rating to indicate how much control the organisation has over
its members, and a Loyalty rating to indicate how likely a member is
to go against the organisation's interests if offered an inducement.
The second chapter shows how to use the stats. Wealth and Resouce
Value indicate the type of equipment and facilities an organisation
will have, and how much of it can be pointed at player characters.
Loyalty can vary depending on how things are going. There's a
reasonably solid system for requesting aid, though not for burning off
one's credit with an organisation (this is too really specific to
appear in a book like this, though GURPS Conspiracy X had one
approach). There's even a system for PCs to start and run their own
organisations.
Finally, several example organisations are written up: the Medici
Bank, a mad-science villain's private army, a superhero team, etc.
It's not immediately obvious how to drop these rules into a standard
game, but anything that deals with organisations above the individual
party level will benefit from having a framework by which they can be
defined, even if the full stats aren't relevant. I'm certainly going
to be writing up the various occult groups of my
Weird War II campaign so that I have a more
formal way of tracking their shifting loyalties and resources.
GURPS Social Engineering is not a prerequisite for the use of this
book, but it'll make it much more useful; in fact I tend to regard
Social Engineering as pretty much essential for the sorts of game I
run anyway.
Boardroom and Curia is available from
Warehouse 23.
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