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Group Reputation - A Simple Way for Running Groups and Organizations

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Jürgen Hubert Jürgen Hubert's picture
Group Reputation - A Simple Way for Running Groups and Organizations
I've come up with a relatively simple way of running groups and organizations in play, and I'd like to hear your feedback. [size=20]The Basics[/size] A [b]Group[/b] can represent any accumulation of Transhumans working more-or-less coherently towards specific goals, whether it is a hypercorp, an autonomist collective, a research institute or a religious cult. It may have Rep values in Reputation Networks just like player characters, including the ability to gain or lose them during play. However, it has no skill values of its own. The [b]Magnitude[/b] of a Group is a very coarse-grained value representing its overall power and influence. Simply put, each additional point of Magnitude means that the Group is ten times more powerful and influential, so a Group with Magnitude 2 is one hundred times more powerful than a Group with Magnitude 0, the lowest possible value (which represents a Group that has next to no power independent of its small number of members). The [b]Size[/b] of a Group is a more fine-grained measure of its power. It has a value ranging from 0 to 99. Should it reach a Size of 100 or more, it gains one point of Magnitude but loses 100 points from its Size. If Size drops to less than 0, it will lose one point of Magnitude but gain 100 Size points - unless it was already at Magnitude 0, in which case the Groups simply ceases functioning. The [b]Steering Committee[/b] are the Transhumans who have effective control over the policy and activities of the Group, irrespective of actual titles. For simplicity's sake, in case of PC-controlled Groups the members of the Steering Committee are all the PCs who are members of the Group. [size=20]Using Favors[/size] For each Reputation Network the Group is a part of, the Group has the usual number of favors depending on its Reputation Score. As the Group itself does not have any skills, the members of the Steering Committee can use their own relevant Networking skills to gain favors for the group. It should be emphasized that these favors are gained and expended for the group [i]as a whole[/i] and not for the individual member of the Steering Committee. While Steering Committee members can certainly try to abuse Group favors for their own convenience and profit if the other members let them, if they discovered both they and the Group as a whole should suffer serious Rep losses. Larger Groups have an easier time getting stuff they want. To represent this, for [i]each[/i] point of Magnitude the player making the Networking skill roll can choose the following: - Get [i]ten[/i] times as much as normal. - Reduce the Favor level by one, down to Trivial. Note: This does [i]not[/i] reduce the Timeframe, but it [i]does[/i] reduce the Refresh Rate. These two effects can be combined. For instance, if a Magnitude 2 Group wishes to acquire Exalt biomorphs, it could reduce the Favor level from Expensive to High, and then get ten Exalt morphs instead of one - though it would still take 3 days to get them instead of one day. In addition to burning Rep to improve the Networking skill roll to acquire the favor, the Group can also burn Size points. Each Size point burned gives +1 to the Networking roll. [b]Note:[/b] Game masters are encouraged to come up with favors with higher levels than 5 (Scarce/Expensive), for those Groups that wish to acquire their own spacecraft or even habitats. [size=20]Gaining and Losing Size[/size] Size can be gained and lost in adventures, just like Reputation (and in similar amounts). The GM should encourage the players to come up with their own schemes on how to enlarge and expand their Group - these make often excellent fodder for adventures. Members of the Steering Committee can also burn Group Reputation in order to attempt increasing the Size of the group. This is a Task Action with a timeframe of one month. First, they choose a variable number of Rep points from a particular reputation network the Group is a member of. This loss of Rep may represent an attempt at a hostile takeover, neglecting long-time customers in favor of a critical project, or attempting to outmaneuver a rival for critical resources or research grants. The players should be descriptive in this - again, this might make for excellent adventure fodder in the long run. After choosing the amount, they roll against a skill appropriate to both the reputation network and whatever scheme they are attempting (the GM's word is final on what skill is appropriate). They suffer a penalty equal to -20 times the Magnitude of the Group (larger Groups have a more difficult time of expanding). As an exception to the normal limits on modifiers, this [i]can[/i] exceed a penalty of -60 (which is why leaders of large Groups tend to have the best assistants that money can buy and take extra time on the Task Action to further decrease the modifier...). On an [i]ordinary success[/i], they lose the amount of Rep they have gambled, but gain an equal amount of Size. On a [i]critical success[/i], they get the same amount of Size but their Rep is not burned. On an [i]ordinary failure[/i], they lose the amount of Rep they have gambled, but do not gain any Size. On a [i]critical failure[/i], they lose the amount of Rep they have gambled and [i]lose[/i] an equal amount of Size.
[img]http://boxall.no-ip.org/img/argo_userbar.jpg[/img] [url=http://arcana.wikidot.com/]Arcana Wiki[/url] - Distilling the Real World for Gaming [url=http://urbis.wikidot.com/]Urbis - A World of Cities[/url]
Arenamontanus Arenamontanus's picture
Re: Group Reputation - A Simple Way for Running Groups and ...
Interesting. And very relevant for my current game, since it involves a microcorp trying to build a habitat. I'll try to apply the rules and see what happens. (Hmm, if they get Tanzania fully online they will have a magnitude 6 group... but, boy, do they have a messy steering committee.)
Extropian
Jürgen Hubert Jürgen Hubert's picture
Re: Group Reputation - A Simple Way for Running Groups and ...
Arenamontanus wrote:
Interesting. And very relevant for my current game, since it involves a microcorp trying to build a habitat. I'll try to apply the rules and see what happens.
By all means, tell us how it went. I came up with these rules on the spur of the moment, and I have no idea how they would work out in practice.
Quote:
(Hmm, if they get Tanzania fully online they will have a magnitude 6 group... but, boy, do they have a messy steering committee.)
A Magnitude 6 group would effectively be the equivalent of the economic or creative output of five million Transhumans, all working more or less towards the same goal. Personally, I'd say that even the government of a habitat with five million people doesn't rate that highly, since most inhabitants devote only a small portion of their output to the habitat as a whole. I think Magnitude 4 might be a more appropriate rating, but I don't know the specifics of what you are trying to set up. (Also note that with a Magnitude 6 Group, they would have a skill modifier of [i]-120[/i] on any attempts to get more Size by wagering Rep. They'd better stack all the Teamwork modifiers and software bonuses they can get...) But then again, I haven't really come up with a good scale of what various Magnitudes mean, and I am open for suggestions. What kind of Magnitude would the various hypercorps have? Oversight? The Love and Rage Collective? The Titanian Commonwealth? Firewall? And of course, I have no idea yet how to run inter-Group conflict. But maybe getting those basic rules a good shakedown is more important now...
[img]http://boxall.no-ip.org/img/argo_userbar.jpg[/img] [url=http://arcana.wikidot.com/]Arcana Wiki[/url] - Distilling the Real World for Gaming [url=http://urbis.wikidot.com/]Urbis - A World of Cities[/url]
Jürgen Hubert Jürgen Hubert's picture
Re: Group Reputation - A Simple Way for Running Groups and ...
Some more ideas based on these rules: [size=20]Founding A Group[/size] While the GM can decide to set Group Magnitude, Size, and Rep depending on campaign needs, a newly-founded Group will normally start with Magnitude and Size of 0 (unless the members of the Steering Committee have found powerful sponsors or otherwise start with more resources than usual). Starting Rep in each reputation network is calculated as follows: 1. Take the [i]highest[/i] Rep in a particular reputation network of all the Steering Committee members, and divide it by half (rounding fractions down). 2. Divide the Rep of [i]each[/i] of the other members of the Steering Committee in the same network by ten (rounding fractions down), and add this to the base value. This represents the fact that the Group will gain some fame or notoriety simply by having famous members actively working on it. [size=20]Shilling[/size] Any character can Shill for a Group to give it either increased Rep or increased Size. This is a Task Action with a duration of one month. To this, they must burn [i]personal[/i] (not Group) Rep from any one of their networks, and then roll against an appropriate skill (usually their relevant Networking skill, but the GM may permit other skills if appropriate to the situation). If the Rep Level of the character exceeds the Magnitude of the Group, they gain a +10 modifier on the roll for each level of difference. If the Rep Level is lower than the Magnitude, they suffer a -10 penalty for each level of difference. On an [i]ordinary success[/i], they lose the amount of Rep they have burned, and all burned points count towards increasing the Size or Rep of the Group. On a [i]critical success[/i], all gambled points count towards increasing the Size or Rep of the Group, but their Rep is not actually burned. On an [i]ordinary failure[/i], they lose the amount of Rep they have burned, but the Group does not gain any benefit. On a [i]critical failure[/i], they lose the amount of Rep they have burned and the same amount of points is [i]subtracted[/i] from any Rep or Size gains of the Group. For a Magnitude 0 Group, all burned Rep converts 1:1 into either Size or Rep of the same reputation network. For Groups with larger Magnitudes, the effect diminishes - for Magnitude 1, each [i]two[/i] points of burned Rep convert into one point of the Group, for Magnitude 2 each [i]four[/i] points convert into one point, and so forth - doubling for each increase in Magnitude. However, several different characters can combine their shilling efforts, adding their accumulated points of Rep before converting it. This basically explains how a small Group can profit immensely from an influential supporter, while large hypercorps tend to have large numbers of stars endorsing their products. From a metagaming point of view, burning Rep in order to shill for a group can be seen as refreshing a favor - you do something seen as somewhat questionable in your reputation network to assist someone, but that someone gives you something you want in return...
[img]http://boxall.no-ip.org/img/argo_userbar.jpg[/img] [url=http://arcana.wikidot.com/]Arcana Wiki[/url] - Distilling the Real World for Gaming [url=http://urbis.wikidot.com/]Urbis - A World of Cities[/url]
Stormorken Stormorken's picture
Basis for Organization Rules?
I feel like the mechanics suggested in this thread could be combined with the mechanics presented in a previous thread about insurgencies ( http://eclipsephase.com/insurgenciescounterinsurgencies ) and provide us with a basis for formal rules regarding organizations in general.
thezombiekat thezombiekat's picture
i would have based the
i would have based the shilling rules on the currying rep rules. you invest time and effort to improve the groups reputation instead of your own. while famous people are sometimes seen as sellouts for doing advertising first time actors can make there reputation (within the industry, as in prove they can act) by doing adds. and big name stars are almost never thought poorly of when they donate there time and effort to a charity fundraiser or awareness campaign.