draft/scatter-1.txt
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    34 | |-+  *Scattershot <http://www.indie-rpgs.com/forum/index.php?board=22.0>*
       
    35 | | |-+  *Part I: Core Concept
       
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    43 
       
    44 Author 	Topic: Part I: Core Concept  (Read 962 times)
       
    45 
       
    46 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
    47 Member
       
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    49 Posts: 1363
       
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    53 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW
       
    54 <http://www.scattershotgames.com>
       
    55 	
       
    56 <http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10066#msg10066>
       
    57 *Part I: Core Concept
       
    58 <http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10066#msg10066>*
       
    59 « * on:* December 26, 2001, 10:23:00 PM »
       
    60 	
       
    61 
       
    62 ------------------------------------------------------------------------
       
    63 December 26th, 2001 -
       
    64 
       
    65 At the behest of my friends here on the Forge, I will present
       
    66 Scattershot at the point I have it.  Even though this is a
       
    67 work-in-progress, I am not trying to present a diary of the progress.
       
    68  Expect the lead component of this thread to undergo changes as
       
    69 Scattershot does.  This edition was originally put together on
       
    70 Wednesday, December 26th, 2001 (think of it as a late Xmas present).
       
    71  This series of articles will detail strictly the mechanics of
       
    72 Scattershot, articles relating to the techniques of 'how to play' will
       
    73 have to wait until I have more of them centralized and organized.  The
       
    74 third major component of the game, the setting and genre material is
       
    75 will be addressed once I get a new batch of playtesters.
       
    76 
       
    77 Since I have to start somewhere, I will begin with the theories that
       
    78 have become the central design premise of the mechanics.  This is one of
       
    79 a number of articles that inter-relate and I hope to make frequent use
       
    80 of links between them (which is part of the reason I have separated them).
       
    81 
       
    82 The central point of Scattershot is that all gaming is fundamentally
       
    83 about context with emotional investment (I described this much earlier
       
    84 in this article
       
    85 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=457&forum=4>.)
       
    86  Concepts like 'suspension of disbelief' and 'flow of play' exist
       
    87 primarily to support 'staying in context.'  Another central concept is
       
    88 that gaming /depends/ on in-game actions having rational consequences.
       
    89 
       
    90       The formalization of consequences to aid 'flow of play' is exactly
       
    91       what Scattershot's mechanics are meant to be.  "Aiding the 'flow
       
    92       of play'" is one of the reasons that Scattershot's mechanics are
       
    93       also deliberately designed to function as a form of communal
       
    94       language during play.  Instead of having to describe the process
       
    95       of using an ability in detail and accounting for potential points
       
    96       of contention, a participant can simply refer to using a specific
       
    97       mechanic by its name.[/list:u]I know this sounds trite and
       
    98       obvious, but it needs to be said; play is shared.  
       
    99 
       
   100             This concept becomes important in fixing the reasons that
       
   101             Scattershot has mechanics.  Both consistency and
       
   102             impartiality are necessary for a kind of sharing that
       
   103             participants can feel is 'fair'¹.  Because of the emotional
       
   104             investment in play, there will be times when emotions can
       
   105             run quite high; it is important to have something impartial
       
   106             to fall back upon when those times involve conflict between
       
   107             the participants.[/list:u]Most of the time play passes
       
   108             between participants in no particular order as necessary.
       
   109 
       
   110                   This is an example of how informal most gaming is.
       
   111                    Under some circumstances, impartiality can become
       
   112                   highly important to one or more players.  At those
       
   113                   (frequently emotional) times, mechanics can formalize
       
   114                   even this normative form of play.[/list:u]Obviously,
       
   115                   under portions of game theory, an awareness of the
       
   116                   mechanics becomes a part of the play itself.
       
   117 
       
   118                         This is exceptionally important when discussing
       
   119                         whether or not mechanics should be applied to
       
   120                         specific situation in a game.  This decision has
       
   121                         a lot to do with how mechanics will be applied
       
   122                         during play.[/list:u]That's all for this
       
   123                         installment.  Next up, the differences between
       
   124                         players and gamemasters in Scattershot.
       
   125 
       
   126                         Fang Langford
       
   127 
       
   128                         ¹ That is fairness in the minds of the
       
   129                         participants.  Each will desire their own amount
       
   130                         of play (and even that will change from session
       
   131                         to session).  Mechanics go a long way towards
       
   132                         formalizing the tools that can be used to 'get
       
   133                         your share' of play.
       
   134 
       
   135 	Logged
       
   136 
       
   137 ------------------------------------------------------------------------
       
   138 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
   139 Game System.  This project has been permanently suspended.  If you have
       
   140 any questions regarding the implementation of it or anything else, he
       
   141 can be reached at ripjack@mad.scientist.com
       
   142 <mailto:ripjack@mad.scientist.com>
       
   143 
       
   144 *Ron Edwards
       
   145 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
   146 Global Moderator
       
   147 Member
       
   148 *
       
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   154 <http://www.sorcerer-rpg.com>
       
   155 	
       
   156 <http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10076#msg10076>
       
   157 *Part I: Core Concept
       
   158 <http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10076#msg10076>*
       
   159 « *Reply #1 on:* December 27, 2001, 08:45:00 AM »
       
   160 	
       
   161 
       
   162 ------------------------------------------------------------------------
       
   163 Hi Fang,
       
   164 
       
   165 I'm not sure about what to say, except "Solid," in a kind of 70s accent.
       
   166 Concrete mission statements beyond the usual "um, it's role-playing" are
       
   167 rare and valuable.
       
   168 
       
   169 The concept of game mechanics and events being applications
       
   170 (expressions?) of emotional investment is excellent. I'm looking forward
       
   171 to more. You've set the starting bar very high.
       
   172 
       
   173 Best,
       
   174 Ron
       
   175 	Logged
       
   176 
       
   177 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
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   185 <http://www.scattershotgames.com>
       
   186 	
       
   187 <http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10125#msg10125>
       
   188 *Part I: Core Concept
       
   189 <http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10125#msg10125>*
       
   190 « *Reply #2 on:* December 27, 2001, 02:18:00 PM »
       
   191 	
       
   192 
       
   193 ------------------------------------------------------------------------
       
   194 Quote
       
   195 Ron Edwards wrote:
       
   196 
       
   197 I'm not sure about what to say, except "Solid," in a kind of 70s accent.
       
   198 
       
   199 Actually, this is somewhat on purpose.  From my experiences, many of the
       
   200 gamers out in the 'hinterlands' still play in a '70s' way.  Since one of
       
   201 the design specifications of Scattershot (and posting these will be a
       
   202 while - I need to find them) is that it be 'familiar' to experienced
       
   203 gamers far and wide, it will have an intentional '70s flavor.'
       
   204 
       
   205 (And I know how you meant that, it just seemed like a good opportunity
       
   206 to talk design specifications.)
       
   207 
       
   208 Quote
       
   209 You've set the starting bar very high.
       
   210 
       
   211 Thank you.  I think it is obvious that I do this in all things.
       
   212 
       
   213 Fang Langford
       
   214 	Logged
       
   215 
       
   216 ------------------------------------------------------------------------
       
   217 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
   218 Game System.  This project has been permanently suspended.  If you have
       
   219 any questions regarding the implementation of it or anything else, he
       
   220 can be reached at ripjack@mad.scientist.com
       
   221 <mailto:ripjack@mad.scientist.com>
       
   222 
       
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