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Social Class redux
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HarrierPotter
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PostPosted: Sat Jul 10, 2010 9:46 pm    Post subject: Social Class redux Reply with quote

Many of you will remember the first go-round with one of my pet projects -- social class in Ubiquity. It lay fallow for a long time, but it's back again, and much expanded.

Ubiquity Social Class 2.4

Now it's not really meant to be used in a HEX-like pulpy setting, so don't think of it like that. It changes the nature of the game. I've lived with Ubiquity for a lot longer now, and I still think the original approach of Class as a Primary Attribute is the way to go. It does shift the meaning of some Resources a bit, and well, you'll see... Anyway, feedback welcome.

(EDIT: updated to v2.4)
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Last edited by HarrierPotter on Sun Jul 11, 2010 5:58 pm; edited 2 times in total
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PostPosted: Sun Jul 11, 2010 4:52 am    Post subject: Re: Social Class redux Reply with quote

HarrierPotter wrote:
Many of you will remember the first go-round with one of my pet projects -- social class in Ubiquity. It lay fallow for a long time, but it's back again, and much expanded.

Ubiquity Social Class 2.3

Now it's not really meant to be used in a HEX-like pulpy setting, so don't think of it like that. It changes the nature of the game. I've lived with Ubiquity for a lot longer now, and I still think the original approach of Class as a Primary Attribute is the way to go. It does shift the meaning of some Resources a bit, and well, you'll see... Anyway, feedback welcome.

Excellent. Reminds me that I need to get off my butt and get someone a proposal. Smile
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demon_llama



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PostPosted: Sun Jul 11, 2010 4:55 am    Post subject: Reply with quote

printing. i'll read it during my drive to the big city this morning.
and i do think that social class can be a great standard in pulp RPG.
consider:
smokey bar. interior. evening.
detective hammer is chilling with some of his rum buddies, when he locks eyes on a dame walking in. tall. average looks. wearing a trench coat.
he says "now what's a high class doll like her doing in a place like this?"

there are many things about the "pulp" setting that have "high-class" elements to them, conisder the character of Margo Lane in the Shadow. high class looking lass even when she was digging through books at the courthouse.

the FRPG day 2010 adventure was set in "...a gala event" in NYC. rich and famous were there.

Zeppelin travel. fine dining high in the skys. a staple for Pulp adventures, was frequently a trip for the wealthy.

ut oh, i'm rambling again.
i'll chime in on my read this afternoon.
:::ramble mode off:::
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HarrierPotter
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PostPosted: Sun Jul 11, 2010 12:01 pm    Post subject: Reply with quote

Note that in the crowd size table under Precedence, the "Difficulty Mod" column should be labelled "Penalty" instead.
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HarrierPotter
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PostPosted: Sun Jul 11, 2010 5:55 pm    Post subject: Reply with quote

Updated the original post to download v2.4. Some tweaks and additions made today:

CLASS 5 and CLASS 6 have been redesignated "Aristocracy" and "Royalty." I forgot to do that after I added the ROYALTY Talent.

AFFABLE and SLUMMER Talents have been reworded so that both the character and those he's dealing with ignore Class penalties. It's what I meant to being with.

(Talent) INNOCUOUS
Unique
Prerequisites: None
Your character is able to fade into the background, even in the absence of a crowd.
Benefit: Your character can pretend he belongs in a certain situation, a valet at a gentlemen’s club or a gardener on an estate, for instance. Unless he does something obvious, he won’t be noticed for a number of minutes equal to his Intelligence. Every minute after this period there is a chance someone notices his presence—make a Con roll versus a Difficulty of 2; every additional minute, make another Con roll, increasing the Difficulty by 1 each time.
Normal: Your character is automatically noticed as not belonging in a given situation.

(Flaw) LOUT
Your character has a way of letting an inappropriate or telling remark slip at just the wrong time. Whether it’s contempt for the working man or just some off-color remark concerning a lady, it will be heard by all the wrong people and betray your character’s origins. You earn a style point whenever you let a comment slip at a particularly inopportune moment.

WEALTH: Modified monetary progression
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demon_llama



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PostPosted: Sun Jul 11, 2010 6:27 pm    Post subject: Reply with quote

with the restriction about one level higher or lower on contacts (you're a 4, so you can have a 3, 4 or 5 contact). you might want to have a "friends in low/high places" talent or such.
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HarrierPotter
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PostPosted: Sun Jul 11, 2010 8:38 pm    Post subject: Reply with quote

demon_llama wrote:
with the restriction about one level higher or lower on contacts (you're a 4, so you can have a 3, 4 or 5 contact). you might want to have a "friends in low/high places" talent or such.


See: ONE OF THE LADS, though it has a prereq of the SLUMMER Talent. I was purposely making it difficult, but too much so? Perhaps lose ONE OF THE LADS and just allow folks to take Allies, Contacts and Followers from a group chosen with the SLUMMER Talent?

Also any other Talent or Flaw ideas are welcome!
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Doc Nova
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PostPosted: Mon Jul 12, 2010 5:48 am    Post subject: Reply with quote

Interesting...

But I have a few comments/questions. And let me preface this with the understanding that this is nothing more than my opinion and that what works in one game may not work in another.

This is an attribute that's purchased with resource xp? Odd...why not just make it a resource with it's absence indicating middle class (and use a Flaw to indicate lower class)?

I think it's placement as a primary attribute puts more emphasis on social class than is present in the "Holywood" pulps, plus the mixing and matching of rules there runs counter to the universal use of Ubiquity's typical rules set.

However, I am also of the mind that Contacts, Fame, Rank, Status, and Wealth cover everything you'd need to cover to represent high, middle, and low class, myself. Furthermore, the restrictions and multiplications of skill and resource cost due to Status seem unnecessary and simply an added complication to character generation. Why is Academics more expensive to learn for lower class folks? Couldn't the character's background have placed them as, perhaps, a child of a teacher who fell on hard times and wound up destitute? This seems arbitrary and not supportive of the pulp concept.

While it is clear that considerable thought and effort have gone into the Social Class rules, personally, I don't see the necessity of them. Certainly, the resources of a socially-driven pulp game may need more teeth and additional supportive talents, but the need of an additional stat that operates on several rules outside of any other stat seems unwieldy and unnecessary. I would rewrite the Talents that are most liked as resource-affecting Talents and Flaws and eliminate the rest.

Finally, I certainly don't mean to offend, as the work and thought behind the rules are apparent and hope that my stance is taken as constructive rather than deconstructive.

Doc
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HarrierPotter
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PostPosted: Mon Jul 12, 2010 9:45 am    Post subject: Reply with quote

Doc Nova wrote:
...I certainly don't mean to offend, as the work and thought behind the rules are apparent and hope that my stance is taken as constructive rather than deconstructive.

You're a great guy, Doc, and I take no offense. My answer is in the same spirit, and I hope you won't take offense either, but... You either missed that this was in the general Ubiquity area of the forum (not HEX-specific), or like some others are very tied to the idea that Ubiquity=HEX=pulp. I contend that just because Ubiquity does action/pulp well, doesn't preclude it from other uses. Smile On with the show...

Doc Nova wrote:
This is an attribute that's purchased with resource xp? Odd...why not just make it a resource with it's absence indicating middle class (and use a Flaw to indicate lower class)?

Nope, purchased with Attribute points as normal (though that number is bumped from 15 to 18 (see Character Generation Overview)

Doc Nova wrote:
I think it's placement as a primary attribute puts more emphasis on social class than is present in the "Holywood" pulps, plus the mixing and matching of rules there runs counter to the universal use of Ubiquity's typical rules set.

Again, not aiming for Hollywood pulps. As for the mixing and matching, I've addressed the Resource points versus Attribute points, but yes, Class effects things in ways other Primary Attributes don't - Skill cost, Resource Cost, no Skills based on it. It IS something I pondered, but decided to do it anyway. OTOH, it has normally functioning attribute rolls and a secondary attribute, and can be used as a prerequisite. Also, it's not the only attribute that acts "funny." Look at Size which affects two primary attributes. It's a trade - it has no base Skills, but has other effects.

Doc Nova wrote:
However, I am also of the mind that Contacts, Fame, Rank, Status, and Wealth cover everything you'd need to cover to represent high, middle, and low class, myself.

For the most part, but the flavor and interaction of these Resources changes slightly in a Class-based society.

Doc Nova wrote:
Furthermore, the restrictions and multiplications of skill and resource cost due to Status seem unnecessary and simply an added complication to character generation.

Obviously, our mileage varies, but we're talking simple subtraction and multiplying by 2 (and not at the same time Smile ). I just don't think it's a huge burden. We do more complex stuff in real time during a game, and this is "behind the scenes."

Doc Nova wrote:
Why is Academics more expensive to learn for lower class folks? Couldn't the character's background have placed them as, perhaps, a child of a teacher who fell on hard times and wound up destitute? This seems arbitrary and not supportive of the pulp concept.

Note that during Step 5 Skill point allocation, the Class ranges don't come into play, just distribute as normal. This represents your life before the game. It's only when spending XP that the multiplier comes into play (Step 8 of chargen and during play). So the system supports your example.

Doc Nova wrote:
While it is clear that considerable thought and effort have gone into the Social Class rules, personally, I don't see the necessity of them. Certainly, the resources of a socially-driven pulp game may need more teeth and additional supportive talents, but the need of an additional stat that operates on several rules outside of any other stat seems unwieldy and unnecessary. I would rewrite the Talents that are most liked as resource-affecting Talents and Flaws and eliminate the rest.

So we disagree then? Wink I wouldn't recommend this for a pulp game at all. Proper integration changes the whole nature of the game, and isn't really suitable for play that takes place outside "civilization."
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HarrierPotter
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PostPosted: Mon Jul 12, 2010 9:52 am    Post subject: additional Talent thoughts Reply with quote

Yep, quoting myself.

HarrierPotter wrote:
...See: ONE OF THE LADS, though it has a prereq of the SLUMMER Talent. I was purposely making it difficult, but too much so? Perhaps lose ONE OF THE LADS and just allow folks to take Allies, Contacts and Followers from a group chosen with the SLUMMER Talent?


The original ONE OF THE LADS Talent is now gone. What was SLUMMER has become ONE OF THE LADS with the Class-crossing selection of Allies, etc. integrated. So just the one Talent needed for a group rather than two.

Also, we have SUPERIOR EDUCATION to allow Class as substitution for Intelligence as Skill base. How about another Talent to allow Class to substitute for Charisma?

I did have a Talent that allowed for normal XP cost outside of your Class-range for a chosen Skill/discipline, but it's not numerically desirable for just one Skill (or discipline), and okay for 2 Skills/disciplines, but using it for 3 just seemed like too much. Thoughts?
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HarrierPotter
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PostPosted: Mon Jul 12, 2010 10:45 am    Post subject: Reply with quote

You know, aside from cost analysis, I just remembered that the MENTOR, with no Class restriction for taking one, is one of the reasons I ditched the cross-Class Skill Talent.
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PostPosted: Mon Jul 12, 2010 11:37 am    Post subject: Reply with quote

I've stayed out of this discussion, since I'm tentatively in Doc's camp on this (though perhaps not necessarily for the same reasons), and didn't feel I had anything to contribute.

I do feel compelled to bring up a point to consider, though. I have nothing against exploring ways to expand Ubiquity, but a word of warning, please.

There is a certain tendency, when discovering a new system that one loves, to want to use it in every game and situation one encounters.

In my experience, though, I've found that the more a system tries to be encompass multiple discrete genres, the less it's able to do a specific genre well. I've not too long ago severed my long-time relationship with a favorite game system (which shall remain nameless) mainly because I found the authors' attempts to "universalize" it were demoting the specific genre concepts that had attracted me to it in the first place.

For me, one of Ubiquity's major strengths is its ability to model high-octane action/adventure. As much as I like it, I wouldn't want to use it to run, say, a heavy-intrigue scenario, involving social commentary or verbal skullduggery. As an example, I could see playing Ubiquity Star Wars, but I'm not sure Ubiquity Star Trek would be that good a fit.

I guess what I'm trying to say is, it's great to see the enthusiasm in using and playing Ubiquity, and in finding all the ways that the system can be used to have fun. But beware of the urge to make it "all things to all games" lest you lose what makes the system great in the first place.

<looks down in confusion>

All right, who put this soapbox here? Wink
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PostPosted: Mon Jul 12, 2010 2:32 pm    Post subject: Reply with quote

Nestor wrote:
For me, one of Ubiquity's major strengths is its ability to model high-octane action/adventure. As much as I like it, I wouldn't want to use it to run, say, a heavy-intrigue scenario, involving social commentary or verbal skullduggery. As an example, I could see playing Ubiquity Star Wars, but I'm not sure Ubiquity Star Trek would be that good a fit.

I guess what I'm trying to say is, it's great to see the enthusiasm in using and playing Ubiquity, and in finding all the ways that the system can be used to have fun. But beware of the urge to make it "all things to all games" lest you lose what makes the system great in the first place.

Meh. Suggesting variant rules for an established system, as conceived of and produced by a fan of said system, doesn't diminish the established system in any way. And Potter's credentials when it comes to the Ubiquity system and rule interpretations rival the designer's, I'd argue. Laughing

In any event, as Potter rightly pointed out, this variant might not necessarily work well for a setting/pace that requires a little less overhead in re: crunch ... BUT if one were going to run a Victorian-based pulpy-action'y-steampunk'y setting, a la The League of Extraordinary Gentlemen, I'd argue that Social Class and a nice mechanic to model it would be de rigeuer if you wanted to capture the feel of the time. A Social Class mechanic is as important to a Victorian-based game as Weird Science is to a 1930s-based pulp game -- it's a required trope, in my opinion.

Now, sure, you can handwave it, but if you can model it simply, why not?
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Nestor
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PostPosted: Mon Jul 12, 2010 4:47 pm    Post subject: Reply with quote

madwabbit wrote:

Meh. Suggesting variant rules for an established system, as conceived of and produced by a fan of said system, doesn't diminish the established system in any way. And Potter's credentials when it comes to the Ubiquity system and rule interpretations rival the designer's, I'd argue. Laughing

In any event, as Potter rightly pointed out, this variant might not necessarily work well for a setting/pace that requires a little less overhead in re: crunch ... BUT if one were going to run a Victorian-based pulpy-action'y-steampunk'y setting, a la The League of Extraordinary Gentlemen, I'd argue that Social Class and a nice mechanic to model it would be de rigeuer if you wanted to capture the feel of the time. A Social Class mechanic is as important to a Victorian-based game as Weird Science is to a 1930s-based pulp game -- it's a required trope, in my opinion.

Now, sure, you can handwave it, but if you can model it simply, why not?


And I certainly don't want to give the impression that I want to discourage variant rules experimentation. Far from it.

I just caught a certain "This should be in Ubiquity" vibe in the discussion and felt the need to present an alternate view.

And to be honest, if I were to contemplate running a Victorian-era game that involved social class interaction to the level of requiring rules for it, I'd probably look for a game system written to address that aspect rather than try to jam rules into an existing one, however fun it may be.

But that's strictly a personal hang-up of mine.
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Doc Nova
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PostPosted: Mon Jul 12, 2010 5:10 pm    Post subject: Reply with quote

No offense was taken at all, HP, and thank you for the direct response.

Again, however, I'd argue that everything you need to emulate social classes is already present in the game without the added stat, but that is just my take on it. But then again, I have always been of the mind that the fewer mechanics you have to deal with in a game the better as they have a tendancy to restrict and slow game play with unnecessary rolls and rules.

I also have to agree with Nestor. Making a game "universal" can have the opposite effect from what is intended, while putting genre focus can help sharpen the rules and their implementation. Obviously, that's not what is happening here, especially since the settings most frequently sited (League and Space 1889) are both very pulpy, but it is a notion best kept in mind when thinking of alternate/house rules. Furthermore, I feel it necessary to point out that at no time have HP's comprehension or "credentials" with the rules ever been questioned...although, even if they had, even Gygax made some bad rule calls from time-to-time. Familiarity does not necessarily mean correct.

That said, to help return this to the real question at hand: the presentation and effectiveness of these rules. Yes, they would help emulate social strata, but some further discussion as to how/what can be influenced and dictated by successful Precedence rolls would be handy. Is this a limited form of mundane "mind control", and if so, to what extent? Perhaps this could be further bolstered with a "Fan the Flames" Talent to incite (or quell) riots and the like?

Further, I would challenge the "Allies must be of the same Class" and ask why? Why can't a wealthy/influential character have a "blue collar" buddy? Similarly, why couldn't they have lower class followers? In fact, it could be argued that you should be able to get more lower class followers due to your wealth and influence. Likewise, Rank should generally ignore Class. Perhaps not entirely (especially in a strict Victorian game), but military service has often been a means to "rise above one's station". Conversely, I would argue that Status and Wealth should be limited to Class, or, borrowing from the skill multiplier due to Class, should have their cost increased when going above your Class. Of course, certain concepts should cross this out, such as a low Class thief who has just made the strike of a lifetime. Or what about the lower class character that "fakes" it for enrollment into an organization?

Doc
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