Organizations
Undertake our greatest works
And greatest follies— Some beret-wearing radical
Suppose you want to get organized . . . I mean, really organized. You have GURPS Social Engineering for all your scheming and influence-peddling, and GURPS Mass Combat for when you lead your army to victory. But that skips Step 2 – the one that comes between "I talk to a few guys" and "I achieve world domination," the part where you arrange your people into a hierarchy and figure out a way to pay for your legions.
That's where GURPS Boardroom and Curia comes in. It provides a systematic way to define the vital statistics of organizations, much as GURPS City Stats does for cities. (In fact, the working title was GURPS Organization Stats , but that seemed too boring – like something created by a bureaucracy – so we changed it.) At a glance, you can figure out a group's size and wealth, the resources it can bring to bear, and exactly how cohesive it is and how loyal its members are.
It doesn't stop there, though. Boardroom and Curia also covers tasks for and pertaining to organizations, including how to create them, run them, and use and abuse their resources. It elaborates on how organizations work as Patrons, Allies, and Enemies for PCs. And of course it provides a whole chapter of examples, from a 15th-century bank to a 22nd-century biotech company – including some unusual ones, like a superhero team and a Cabal brotherhood.
Remember, SJ Games brought you Illuminati – we know this stuff! You can trust us. And if you don't, well, don't you at least want to read the organizational handbook?
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GURPS Boardroom and Curia
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