draft/scatter-5.txt
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    44 Author 	Topic: Part V: Peeling Back the Layers - The Real Deal  (Read
       
    45 914 times)
       
    46 
       
    47 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
    48 Member
       
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    50 Posts: 1363
       
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    54 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW
       
    55 <http://www.scattershotgames.com>
       
    56 	
       
    57 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg10546#msg10546>
       
    58 *Part V: Peeling Back the Layers - The Real Deal
       
    59 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg10546#msg10546>*
       
    60 « * on:* January 01, 2002, 08:43:00 PM »
       
    61 	
       
    62 
       
    63 ------------------------------------------------------------------------
       
    64 January 24th, 2002 -
       
    65 
       
    66 At the behest of my friends here on the Forge, I will present
       
    67 Scattershot at the point I have it.  Even though this is a
       
    68 work-in-progress and much of the terminology is in a state of flux, I am
       
    69 not trying to present a diary of the progress.  Expect the lead
       
    70 component of this thread to undergo changes as Scattershot does.  This
       
    71 edition was originally put together very early on Tuesday, January 1st,
       
    72 2002.  This series of articles will detail strictly the mechanics of
       
    73 Scattershot, articles relating to the techniques of 'how to play' will
       
    74 have to wait until I have more of them centralized and organized.  The
       
    75 third major component of the game, the setting and genre material is
       
    76 will be addressed once I get a new batch of playtesters.
       
    77 
       
    78 So at last we come to the mechanics.  This is where we formalize the
       
    79 'flow of play' in support of emotionally engaging contextual thinking
       
    80 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>.
       
    81  We are going to examine primarily the Advanced Scattershot mechanics
       
    82 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
    83 across the whole range of 'Densities' from General to Mechanical
       
    84 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
    85 play.  We're going to fully formalize the process of passing who the
       
    86 Speaker
       
    87 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> is
       
    88 during scenes
       
    89 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
    90 within a game into the communal language
       
    91 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1> and
       
    92 mechanics of Scattershot.
       
    93 
       
    94 At its simplest level, the Scattershot mechanic is little more than a
       
    95 resolution system
       
    96 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
    97 with trimmings.  Every ability (or quality of any entity within a
       
    98 Scattershot game) is described by a Rating.  Before I talk about using
       
    99 these Ratings, I think I should describe 'how to get them.'
       
   100 
       
   101 Fat Points
       
   102 
       
   103       Scattershot's point-based system requires that you 'buy' abilities
       
   104       using character points, during character generation or evolution,
       
   105       in order to take full advantage of them.  Since simplicity is one
       
   106       of the design specifications and it is a point-based system, we
       
   107       quickly decided that to raise any rating 1 point would cost 1
       
   108       point.  This makes Scattershot's points 'worth more' than most
       
   109       games (by a factor of 3, 5, or in some cases 10 or higher).
       
   110 
       
   111       Some have suggested that this lacks a limit on the 'return on
       
   112       investments.'  This is only an illusion.  Scattershot's die
       
   113       mechanic (more in just a bit) creates a sigmoid graph (which means
       
   114       more and more points give less and less improvement in probability
       
   115       terms).  Also, when a player has more points to 'spend' there are
       
   116       obviously more choices to make (Scattershot will have rather long
       
   117       'laundry' lists of abilities to choose from - for players who
       
   118       aren't interested in lists, it's not hard to make up abilities
       
   119       instead of searching for them, the lists are mostly to help
       
   120       players get inspired); this means that most of the time, these
       
   121       points will tend to get 'spread out' more.
       
   122 
       
   123       The second part of having a point-based system we do differently
       
   124       is that there are no point cut-offs.  Instead of saying, "you only
       
   125       have 30 points to spend," we point out that more points means a
       
   126       character has a higher or broader efficacy in general.
       
   127        Concentrations of points in a single ability means that a
       
   128       character is expected to excel at (or be somewhat defined by) that
       
   129       ability (like a gunfighter - who /should/ have a high 'quickdraw'
       
   130       skill).  Based on this quality, the rest of the group can form a
       
   131       quick understanding of 'how able' a character is and can play
       
   132       accordingly.
       
   133 
       
   134       All abilities (which does not /appear/ to include Stats) require
       
   135       that at least one point (not including Free Skills1 - more on that
       
   136       later) be spent on them in order that the character can make full
       
   137       use of them (Stats /are/ the same except a 'hidden' point is spent
       
   138       on each prior to character generation).  Abilities not 'spent
       
   139       upon' can only be used at a 'default' rating (which means they
       
   140       have certain functional restrictions).  Abilities are ranked from
       
   141       Free1, to Easy, Intermediate, or Difficult (on up to Exceptional,
       
   142       Renowned, Incredible, Nigh Impossible, and Legendary - this is
       
   143       actually based on an explicit formulation of efficacy, see 'making
       
   144       up your own abilities' below).
       
   145 
       
   146       Free skills1 (which make up almost all of the Free abilities) are
       
   147       included to cover things that are generally taken to 'flesh out' a
       
   148       character (and have much higher 'starting' Ratings than other
       
   149       abilities, as listed with each).  Rather than making things like
       
   150       academic-based characters very expensive, they allow a broad range
       
   151       of 'background' skills.  There is only a minor cost that accrues
       
   152       for taking /many/ Free skills1.  All other abilities receive their
       
   153       rank not by some arbitrary standard, but how they relate to one
       
   154       and another in terms of efficacy in general and specifically how
       
   155       they relate to the template abilities (that are used to create
       
   156       additional material by the participants - see 'making up your own
       
   157       abilities' below).  (Technically 'Free skills' do this too, but
       
   158       the point cost is also 'hidden'.)
       
   159 
       
   160       The Rating of an Easy ability is the 'points spent on it' plus 11,
       
   161       Intermediate abilities are 'points plus 10,' Difficult is 'plus 9'
       
   162       (and so on)².  (As an example, Superpowers are of Incredible rank,
       
   163       but in the example powers - a fairly wide list - may be treated as
       
   164       Difficult with a 'buy in' cost of 3 for Ratings purposes;
       
   165       numerically the result is the same.)  Natural human range for all
       
   166       abilities (Stats included) is 8-14 with a median of 10 (any rating
       
   167       is possible, but a 15 means the character is at least superhuman
       
   168       in that respect - and that may require additional explanation in
       
   169       the character's description).[/list:u]What Do You Do with These
       
   170       Ratings?
       
   171 
       
   172             When an Instantaneous, Invoked
       
   173             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   174             Rating is 'checked³' for an Immediate action
       
   175             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   176             by an Individual
       
   177             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>,
       
   178             after determining the necessary rating, two ten-sided dice
       
   179             are rolled and their sum* is subtracted from this rating (so
       
   180             rolling lower is better).  The difference is called a MIB
       
   181             (short for Made-It-By) number.  Rolling higher than the
       
   182             Rating is a failure or MIB (Missed-It-By) number; a roll
       
   183             equal to the rating has 'just made it.'  There are many
       
   184             different types of Modifiers that can be applied to this
       
   185             roll.  Beyond the familiar range, size, and opportunity
       
   186             modifiers you would expect, there can also be Residual,
       
   187             Scope, and Duration
       
   188             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   189             modifiers when the available ability is not a perfect match
       
   190             for the needed action.
       
   191 
       
   192             A MIB becomes a contested 'check3' by having any party who
       
   193             is 'engaged' by the action actively resist it.  After the
       
   194             modifiers are applied, both parties roll separate MIB
       
   195             numbers, and then subtract the resistor's MIB number from
       
   196             the MIB of the character performing the original action.
       
   197              Sometimes the resistor's MIB number can be derived as
       
   198             either a Reactive or Residual
       
   199             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   200             MIB number, depending on the circumstances.  The Resulting
       
   201             MIB (or RMIB) number is used to determine the /quality/ of
       
   202             the success of the action (just like the MIB number in an
       
   203             uncontested roll).[/list:u]Taking Turns
       
   204 
       
   205                   As I mentioned in the first installment
       
   206                   <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>,
       
   207                   Scattershot formalizes the 'flow of play,' especially
       
   208                   at times of high emotion
       
   209                   <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
       
   210                    Just like the normal tendency to formalize play
       
   211                   during cacophony
       
   212                   <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
       
   213                   Scattershot switches to a rigid play-order during
       
   214                   Mechanical play
       
   215                   <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
       
   216                    A lot of game systems use complicated mechanics to
       
   217                   create some kind of turn order related to the efficacy
       
   218                   of combat-skilled characters.  For as much trouble as
       
   219                   I have seen this cause, it never seems to be a
       
   220                   reasonable return for such wargame inspired mechanics.
       
   221 
       
   222                   During Mechanical play
       
   223                   <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
       
   224                   Scattershot does a very simple thing; play goes
       
   225                   counter-clockwise around the group (play passes to
       
   226                   your right once you have taken the turns for each of
       
   227                   the characters you play).  Each time around the group
       
   228                   is called a Round (simple huh?).  What about all those
       
   229                   things complicated games capture with their turn-order
       
   230                   mechanics?  Well, it seemed to us they were trying to
       
   231                   emulate the kinds of advantages characters could have
       
   232                   over each other in melee, so we created the Combat
       
   233                   Advantage system (I'll come back to that later)
       
   234                   instead.[/list:u]Who Goes First?
       
   235 
       
   236                         Another feature that seemed to us a needless
       
   237                         complication was all of those 'initiative'
       
   238                         mechanics.  Ultimately, they only seem to
       
   239                         mitigate who makes the actual 'first swing;'
       
   240                         while that can have important consequences in
       
   241                         fairly lethal systems, it seems to completely
       
   242                         eliminate those tense and exciting 'leading up
       
   243                         to combat' scenes.  The tense circling, the
       
   244                         traded insults, having guns at the ready yet not
       
   245                         wanting to 'make the first move.'  Looking at
       
   246                         all these examples with an eye towards writing
       
   247                         mechanics, I could only see one thing.  /The
       
   248                         battle had already started./
       
   249 
       
   250                         In the source material, sometimes it seemed like
       
   251                         a mental battle, sometimes not, but it always
       
   252                         'felt' like they were already using Mechanical
       
   253                         play
       
   254                         <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
       
   255                          So how were they fighting without trading
       
   256                         blows?  It looked like they were 'looking for an
       
   257                         opening,' seeking the 'advantage,' or the like.
       
   258                          (I'll get to Combat Advantage in a moment.)  If
       
   259                         that is the case, /then/ who starts it?  That
       
   260                         seemed simple, whoever first chooses to act as
       
   261                         though battle is inevitable.  Whether it is the
       
   262                         cowhand walking into the bar spoiling for a
       
   263                         fight, savages springing from an ambush, the
       
   264                         dandy striking with his white glove, or a pirate
       
   265                         slowly drawing his cutlass from its scabbard,
       
   266                         the character who makes the decision that battle
       
   267                         is a foregone conclusion is the one who takes
       
   268                         the first Mechanical play
       
   269                         <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
   270                         turn; it's that simple.[/list:u]What about
       
   271                         Bigger, Faster Combat?
       
   272 
       
   273                               During Mechanical play
       
   274                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
       
   275                               scope is an important feature to keep
       
   276                               track of.  Things like naval engagements,
       
   277                               a battle like Waterloo, and those mass
       
   278                               combat scenes from The Hobbit and
       
   279                               Braveheart will only rarely have an
       
   280                               Individual Scope aspect (and even then the
       
   281                               battle itself is usually handled 'behind
       
   282                               the scenes'
       
   283                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>)
       
   284                               and are usually only in Specific play
       
   285                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
       
   286                                Our mechanic for melee is, if the
       
   287                               characters played by one participant
       
   288                               outnumber the rest of the group /of
       
   289                               players/, you will usually need to switch
       
   290                               to a 'higher' level of Scope
       
   291                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   292                               than Individual
       
   293                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   294                               play.  This keeps things from 'bogging
       
   295                               down' the pacing, like a battle against
       
   296                               bad odds.  This also allows the system to
       
   297                               simplify handling what I believe are
       
   298                               called 'mooks' more easily.
       
   299 
       
   300                               While we're talking about melee, I would
       
   301                               like to describe a seemingly unique
       
   302                               feature of Scattershot.  Now you probably
       
   303                               don't imagine using Involved actions
       
   304                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   305                               in Individual
       
   306                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   307                               melee, but we have a way where it seems
       
   308                               almost necessary.  To me, when a
       
   309                               gunslinger sizes up his opponent, waits
       
   310                               for them to 'twitch,' draws his gun, and
       
   311                               fires as though he'd aimed; these four
       
   312                               actions actually count as a single
       
   313                               Involved action
       
   314                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>.
       
   315                                The same is true for those 'Hong Kong
       
   316                               Martial Arts Theatre' movie moves, a whole
       
   317                               flurry of actions that Scattershot treats
       
   318                               as a single Involved action.  (Because of
       
   319                               the nature of this contested action and
       
   320                               how the actual landed blow is determined,
       
   321                               Scattershot resolves this as a /series/ of
       
   322                               die rolls between subject and actor.)
       
   323 
       
   324                               When a character knows a martial art that
       
   325                               includes any of these Involved
       
   326                               <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   327                               sequences of actions and they have an
       
   328                               opportunity to act, they may use one /as
       
   329                               though it were a single action/.  In many
       
   330                               cases, the literal sequence will be
       
   331                               described by a loose 'script' that can be
       
   332                               customized 'on the fly' during play.
       
   333                                These sequences can be followed to their
       
   334                               end, provided every component is fended
       
   335                               off or the whole sequence is not
       
   336                               interrupted (specific mechanics of
       
   337                               interruption apply).[/list:u]How Do I
       
   338                               Defend Myself?
       
   339 
       
   340                                     In Scattershot, whenever someone
       
   341                                     makes a melee action against your
       
   342                                     character, the have 'engaged' them.
       
   343                                      When your character is thus
       
   344                                     engaged, you may Forfeit one of
       
   345                                     their upcoming actions (if they have
       
   346                                     any left this Round) and perform a
       
   347                                     Reactive or defensive action with
       
   348                                     its MIB roll.  (And performing such
       
   349                                     a Forfeited action can be a lead in
       
   350                                     to a flurry of actions, /by the
       
   351                                     defender/, so be careful who you
       
   352                                     engage, you might regret it.)  After
       
   353                                     you have Forfeited both of your
       
   354                                     character's actions, they may
       
   355                                     perform nothing but 'free actions'
       
   356                                     until the end of their next
       
   357                                     turn.[/list:u]What was that about
       
   358                                     Advantage?
       
   359 
       
   360                                           During a melee, many things
       
   361                                           happen, too many to easily
       
   362                                           catalog as mechanics.  In
       
   363                                           order to reflect the many,
       
   364                                           varied ways that combatants
       
   365                                           can shift the tide of battle,
       
   366                                           we created the Combat
       
   367                                           Advantage mechanic.  Basically
       
   368                                           speaking, it is any action
       
   369                                           that would result in a
       
   370                                           Residual penalty
       
   371                                           <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   372                                           against the opponent that your
       
   373                                           character holds the Advantage
       
   374                                           over.  Scattershot's
       
   375                                           techniques discuss what can be
       
   376                                           or should not be worthy of
       
   377                                           creating this Residual penalty
       
   378                                           <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>;
       
   379                                           what kinds of actions will
       
   380                                           create Advantage, what sorts
       
   381                                           will support an Advantage, and
       
   382                                           what one can do to erode
       
   383                                           another's Advantage over you.
       
   384                                            (I'm not going into the
       
   385                                           specifics here unless requested.)
       
   386 
       
   387                                           This mechanic of Combat
       
   388                                           Advantage is what replaces
       
   389                                           most other games' rules for
       
   390                                           initiative and complex
       
   391                                           turn-order rules (which, as
       
   392                                           far as I can tell, only result
       
   393                                           in some kind of advantage
       
   394                                           anyway).[/list:u]What if I Miss?
       
   395 
       
   396                                                 In many cases during
       
   397                                                 Specific play
       
   398                                                 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
   399                                                 a roll might Miss-It-By
       
   400                                                 just a point or two.
       
   401                                                  After the MIB number is
       
   402                                                 calculated, the
       
   403                                                 character's player may
       
   404                                                 opt to 'Buy a Success'
       
   405                                                 by changing one of the
       
   406                                                 parameters of the
       
   407                                                 attempt /after the
       
   408                                                 fact/.  Let's say an
       
   409                                                 auto mechanic
       
   410                                                 Missed-It-By 1 (often
       
   411                                                 just MIB -1), his player
       
   412                                                 can turn this failure
       
   413                                                 into a success by
       
   414                                                 changing the amount of
       
   415                                                 time it took, or by
       
   416                                                 requiring more parts and
       
   417                                                 thus cost (or both if
       
   418                                                 they Missed-It-By 2).  A
       
   419                                                 'bought' success is
       
   420                                                 never higher than 'just
       
   421                                                 making it.'  In
       
   422                                                 Mechanical play
       
   423                                                 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
       
   424                                                 like melee, if a player
       
   425                                                 needs to 'Buy a Success'
       
   426                                                 they can do things like
       
   427                                                 give ground, yield
       
   428                                                 Combat Advantage, dive
       
   429                                                 for cover, or something
       
   430                                                 more descriptive like
       
   431                                                 going down on one knee
       
   432                                                 as long as the group
       
   433                                                 seems receptive to the
       
   434                                                 complication it creates.
       
   435 
       
   436                                                 If you can 'Buy a
       
   437                                                 Success,' why not be
       
   438                                                 able to 'Sell a
       
   439                                                 Success?'  The mechanic
       
   440                                                 for when you 'Sell a
       
   441                                                 Success' is called the
       
   442                                                 /±5 mechanic/.  To take
       
   443                                                 longer, you find the
       
   444                                                 duration on the UE Chart
       
   445                                                 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   446                                                 and then count up or
       
   447                                                 down 5 points.  This way
       
   448                                                 you can /add or
       
   449                                                 subtract/ to the amount
       
   450                                                 affected; 'extra' points
       
   451                                                 of success can also be
       
   452                                                 'spent' on Residual
       
   453                                                 modifiers.  You can
       
   454                                                 likewise 'buy' a point
       
   455                                                 of Combat Advantage
       
   456                                                 (which is of course just
       
   457                                                 another form of Residual
       
   458                                                 modifier
       
   459                                                 anyway).[/list:u]Critical
       
   460                                                 Junctures
       
   461 
       
   462                                                       In setting up a
       
   463                                                       game, the
       
   464                                                       participants need
       
   465                                                       to fix how 'epic'
       
   466                                                       or 'over the top'
       
   467                                                       they want to play.
       
   468                                                        The primary way
       
   469                                                       this is done is by
       
   470                                                       adjusting the
       
   471                                                       Critical Juncture
       
   472                                                       Threshold.  The
       
   473                                                       core suggested
       
   474                                                       threshold is 7.
       
   475                                                        This means
       
   476                                                       whenever any
       
   477                                                       modified MIB
       
   478                                                       number is 7 or
       
   479                                                       higher, the player
       
   480                                                       of the character
       
   481                                                       this 'goes
       
   482                                                       against' is
       
   483                                                       compelled to
       
   484                                                       create a
       
   485                                                       description of not
       
   486                                                       only what has
       
   487                                                       happened but must
       
   488                                                       also indicate how
       
   489                                                       this forms a
       
   490                                                       turning point for
       
   491                                                       their character.
       
   492                                                        (I especially
       
   493                                                       like the title
       
   494                                                       character's first
       
   495                                                       encounter with the
       
   496                                                       Sheriff of
       
   497                                                       Nottingham, in
       
   498                                                       Robin Hood: Prince
       
   499                                                       of Thieves.  Robin
       
   500                                                       clearly scores a
       
   501                                                       /Telling Blow/ -
       
   502                                                       matching or
       
   503                                                       exceeding the
       
   504                                                       Critical Juncture
       
   505                                                       Threshold of the
       
   506                                                       game.  The
       
   507                                                       Sheriff's player,
       
   508                                                       rather than taking
       
   509                                                       a horrible wound,
       
   510                                                       describes a fatal
       
   511                                                       attack on his
       
   512                                                       vanity, taking on
       
   513                                                       a new Disadvantage.)
       
   514 
       
   515                                                       Likewise, if a
       
   516                                                       player rolls a
       
   517                                                       Missed-It-By
       
   518                                                       number 7 or more
       
   519                                                       points above the
       
   520                                                       modified Rating
       
   521                                                       used, they are
       
   522                                                       also compelled to
       
   523                                                       describe what kind
       
   524                                                       of fantastic
       
   525                                                       mistake occurs.
       
   526                                                        This
       
   527                                                       /Catastrophic
       
   528                                                       Failure/ must also
       
   529                                                       be something of a
       
   530                                                       'turning point.'
       
   531                                                        In contested
       
   532                                                       rolls, a Telling
       
   533                                                       Blow is only
       
   534                                                       described when the
       
   535                                                       RMIB /continues/
       
   536                                                       to exceeds the
       
   537                                                       Critical Juncture
       
   538                                                       Threshold after
       
   539                                                       being calculated.
       
   540                                                        The Critical
       
   541                                                       Juncture Threshold
       
   542                                                       also controls a
       
   543                                                       number of other
       
   544                                                       features in the
       
   545                                                       game.  For
       
   546                                                       example, the total
       
   547                                                       of the Critical
       
   548                                                       Juncture number
       
   549                                                       and Epic Value³
       
   550                                                       (which limits the
       
   551                                                       maximum length of
       
   552                                                       Flurries of
       
   553                                                       Action) must be
       
   554                                                       ten or less (id
       
   555                                                       est, in a game
       
   556                                                       where the Critical
       
   557                                                       Juncture is 6,
       
   558                                                       then flurries may
       
   559                                                       not exceed 4 in a
       
   560                                                       row).  This keeps
       
   561                                                       all the 'epic'
       
   562                                                       qualities in line
       
   563                                                       for a single
       
   564                                                       game.[/list:u]/In
       
   565                                                       Case I Forgot to
       
   566                                                       Mention:/
       
   567 
       
   568                                                             Uses of
       
   569                                                             Types in
       
   570                                                             Mechanical
       
   571                                                             play
       
   572                                                             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>:
       
   573                                                             most
       
   574                                                             abilities
       
   575                                                             used will be
       
   576                                                             Invoked
       
   577                                                             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   578                                                             Ratings,
       
   579                                                             what these
       
   580                                                             affect is
       
   581                                                             often
       
   582                                                             limited by
       
   583                                                             Magnitude
       
   584                                                             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   585                                                             Ratings.
       
   586                                                              'What gets
       
   587                                                             affected'
       
   588                                                             will
       
   589                                                             frequently
       
   590                                                             be a
       
   591                                                             Resource
       
   592                                                             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
   593                                                             Rating.
       
   594 
       
   595                                                             For example,
       
   596                                                             if your
       
   597                                                             character
       
   598                                                             /punches/
       
   599                                                             mine (and
       
   600                                                             they don't
       
   601                                                             have a
       
   602                                                             related
       
   603                                                             melee
       
   604                                                             skill), they
       
   605                                                             will
       
   606                                                             generate a
       
   607                                                             MIB number
       
   608                                                             based on an
       
   609                                                             Invoked use
       
   610                                                             of their
       
   611                                                             Agility
       
   612                                                             Stat.  If
       
   613                                                             they have an
       
   614                                                             unusually
       
   615                                                             high
       
   616                                                             Strength, in
       
   617                                                             its
       
   618                                                             Magnitude
       
   619                                                             role, the
       
   620                                                             Multiplier
       
   621                                                             facet of the
       
   622                                                             UE Chart
       
   623                                                             will be
       
   624                                                             indexed and
       
   625                                                             that will
       
   626                                                             multiply the
       
   627                                                             RMIB.  This
       
   628                                                             will be the
       
   629                                                             /basic/
       
   630                                                             damage which
       
   631                                                             unless
       
   632                                                             modified is
       
   633                                                             taken from
       
   634                                                             my Hit
       
   635                                                             Points in
       
   636                                                             their
       
   637                                                             Resource
       
   638                                                             role.
       
   639                                                              Likewise,
       
   640                                                             if your
       
   641                                                             character
       
   642                                                             wanted to
       
   643                                                             throw a
       
   644                                                             water tower
       
   645                                                             on a burning
       
   646                                                             building,
       
   647                                                             their
       
   648                                                             Strength
       
   649                                                             indexed on
       
   650                                                             the UE Chart
       
   651                                                             would be
       
   652                                                             compared to
       
   653                                                             the
       
   654                                                             estimated
       
   655                                                             weight of
       
   656                                                             the tower
       
   657                                                             and the
       
   658                                                             maximum
       
   659                                                             throwing
       
   660                                                             distance
       
   661                                                             could be
       
   662                                                             calculated.
       
   663                                                              Because of
       
   664                                                             the scope of
       
   665                                                             the tower
       
   666                                                             and the
       
   667                                                             target,
       
   668                                                             small
       
   669                                                             amounts of
       
   670                                                             error in the
       
   671                                                             throw would
       
   672                                                             be forgiven
       
   673                                                             (using both
       
   674                                                             scatter and
       
   675                                                             'area of
       
   676                                                             effect'
       
   677                                                             mechanics).[/list:u]How
       
   678                                                             is a
       
   679                                                             Gamemaster
       
   680                                                             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1080&forum=2&30>
       
   681                                                             different in
       
   682                                                             Mechanical
       
   683                                                             play
       
   684                                                             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>?
       
   685 
       
   686                                                                   You
       
   687                                                                   may
       
   688                                                                   have
       
   689                                                                   noticed
       
   690                                                                   that
       
   691                                                                   once
       
   692                                                                   Mechanical
       
   693                                                                   play
       
   694                                                                   <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
   695                                                                   gets
       
   696                                                                   going
       
   697                                                                   it
       
   698                                                                   quickly
       
   699                                                                   becomes
       
   700                                                                   impossible
       
   701                                                                   to
       
   702                                                                   tell
       
   703                                                                   'who
       
   704                                                                   started
       
   705                                                                   it.'
       
   706                                                                    The
       
   707                                                                   only
       
   708                                                                   problem
       
   709                                                                   this
       
   710                                                                   has
       
   711                                                                   caused
       
   712                                                                   had to
       
   713                                                                   do
       
   714                                                                   with
       
   715                                                                   the
       
   716                                                                   application
       
   717                                                                   of
       
   718                                                                   superhuman
       
   719                                                                   speed
       
   720                                                                   in our
       
   721                                                                   superhero
       
   722                                                                   mechanics.
       
   723                                                                    The
       
   724                                                                   solution
       
   725                                                                   was to
       
   726                                                                   have a
       
   727                                                                   fair
       
   728                                                                   number
       
   729                                                                   of the
       
   730                                                                   additional
       
   731                                                                   actions
       
   732                                                                   performed
       
   733                                                                   immediately
       
   734                                                                   before
       
   735                                                                   the
       
   736                                                                   gamemaster
       
   737                                                                   (mostly
       
   738                                                                   because,
       
   739                                                                   by and
       
   740                                                                   large,
       
   741                                                                   they
       
   742                                                                   are
       
   743                                                                   taking
       
   744                                                                   the
       
   745                                                                   turns
       
   746                                                                   of
       
   747                                                                   more
       
   748                                                                   individual,
       
   749                                                                   and
       
   750                                                                   non-player,
       
   751                                                                   characters).
       
   752                                                                    Other
       
   753                                                                   than
       
   754                                                                   that,
       
   755                                                                   there
       
   756                                                                   are no
       
   757                                                                   real,
       
   758                                                                   practical
       
   759                                                                   differences.[/list:u]What
       
   760                                                                   if I
       
   761                                                                   Want
       
   762                                                                   to
       
   763                                                                   Make
       
   764                                                                   Up My
       
   765                                                                   Own
       
   766                                                                   Abilities?
       
   767 
       
   768                                                                         Scattershot
       
   769                                                                         bases
       
   770                                                                         every
       
   771                                                                         ability
       
   772                                                                         on
       
   773                                                                         5
       
   774                                                                         templates.
       
   775                                                                          There
       
   776                                                                         are
       
   777                                                                         schedules
       
   778                                                                         of
       
   779                                                                         modifications
       
   780                                                                         that
       
   781                                                                         can
       
   782                                                                         be
       
   783                                                                         made
       
   784                                                                         to
       
   785                                                                         these
       
   786                                                                         abilities,
       
   787                                                                         but
       
   788                                                                         those
       
   789                                                                         modifications
       
   790                                                                         are
       
   791                                                                         rather
       
   792                                                                         esoteric
       
   793                                                                         and
       
   794                                                                         are
       
   795                                                                         kept
       
   796                                                                         to
       
   797                                                                         the
       
   798                                                                         Advanced
       
   799                                                                         Scattershot
       
   800                                                                         mechanics
       
   801                                                                         <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
       
   802                                                                          In
       
   803                                                                         keeping
       
   804                                                                         with
       
   805                                                                         the
       
   806                                                                         design
       
   807                                                                         specifications
       
   808                                                                         of
       
   809                                                                         Scattershot,
       
   810                                                                         these
       
   811                                                                         templates
       
   812                                                                         are
       
   813                                                                         paired
       
   814                                                                         with
       
   815                                                                         the
       
   816                                                                         five
       
   817                                                                         elements
       
   818                                                                         (almost
       
   819                                                                         everything
       
   820                                                                         happens
       
   821                                                                         to
       
   822                                                                         be,
       
   823                                                                         but
       
   824                                                                         that
       
   825                                                                         has
       
   826                                                                         more
       
   827                                                                         to
       
   828                                                                         do
       
   829                                                                         with
       
   830                                                                         Scattershot's
       
   831                                                                         universal
       
   832                                                                         metaphysic
       
   833                                                                         that
       
   834                                                                         I
       
   835                                                                         can
       
   836                                                                         cover
       
   837                                                                         if
       
   838                                                                         anyone
       
   839                                                                         is
       
   840                                                                         interested).
       
   841                                                                          Earth
       
   842                                                                         matches
       
   843                                                                         the
       
   844                                                                         template
       
   845                                                                         of
       
   846                                                                         affecting
       
   847                                                                         the
       
   848                                                                         physical
       
   849                                                                         nature
       
   850                                                                         of
       
   851                                                                         an
       
   852                                                                         object,
       
   853                                                                         Water
       
   854                                                                         has
       
   855                                                                         the
       
   856                                                                         template
       
   857                                                                         of
       
   858                                                                         movement,
       
   859                                                                         location,
       
   860                                                                         and
       
   861                                                                         time
       
   862                                                                         manipulation,
       
   863                                                                         Air's
       
   864                                                                         template
       
   865                                                                         manipulates
       
   866                                                                         the
       
   867                                                                         energy
       
   868                                                                         of
       
   869                                                                         a
       
   870                                                                         subject
       
   871                                                                         (including
       
   872                                                                         spiritual),
       
   873                                                                         Fire
       
   874                                                                         manipulates
       
   875                                                                         structure
       
   876                                                                         and
       
   877                                                                         relativity
       
   878                                                                         (this
       
   879                                                                         includes
       
   880                                                                         information),
       
   881                                                                         and
       
   882                                                                         finally
       
   883                                                                         Ether
       
   884                                                                         is
       
   885                                                                         relative
       
   886                                                                         to
       
   887                                                                         the
       
   888                                                                         unusual
       
   889                                                                         abilities
       
   890                                                                         that
       
   891                                                                         affect
       
   892                                                                         the
       
   893                                                                         'character'
       
   894                                                                         of
       
   895                                                                         a
       
   896                                                                         subject
       
   897                                                                         -
       
   898                                                                         including
       
   899                                                                         things
       
   900                                                                         which
       
   901                                                                         make
       
   902                                                                         it
       
   903                                                                         unique
       
   904                                                                         or
       
   905                                                                         unremarkable.
       
   906                                                                          I
       
   907                                                                         can
       
   908                                                                         go
       
   909                                                                         into
       
   910                                                                         detail
       
   911                                                                         if
       
   912                                                                         necessary,
       
   913                                                                         but
       
   914                                                                         this
       
   915                                                                         about
       
   916                                                                         sums
       
   917                                                                         it
       
   918                                                                         up.[/list:u]I
       
   919                                                                         hope
       
   920                                                                         this
       
   921                                                                         satisfies
       
   922                                                                         everyone's
       
   923                                                                         curiosity
       
   924                                                                         over
       
   925                                                                         Scattershot's
       
   926                                                                         mechanics.
       
   927                                                                          Feel
       
   928                                                                         free
       
   929                                                                         to
       
   930                                                                         ask
       
   931                                                                         for
       
   932                                                                         clarifications,
       
   933                                                                         I
       
   934                                                                         am
       
   935                                                                         planning
       
   936                                                                         on
       
   937                                                                         going
       
   938                                                                         over
       
   939                                                                         the
       
   940                                                                         whole
       
   941                                                                         series
       
   942                                                                         in
       
   943                                                                         better
       
   944                                                                         detail
       
   945                                                                         and
       
   946                                                                         re-editing
       
   947                                                                         almost
       
   948                                                                         all
       
   949                                                                         of
       
   950                                                                         it.
       
   951 
       
   952                                                                         Maybe
       
   953                                                                         I
       
   954                                                                         can
       
   955                                                                         spell
       
   956                                                                         out
       
   957                                                                         the
       
   958                                                                         techniques
       
   959                                                                         of
       
   960                                                                         play
       
   961                                                                         that
       
   962                                                                         make
       
   963                                                                         use
       
   964                                                                         of
       
   965                                                                         these
       
   966                                                                         mechanics.
       
   967 
       
   968                                                                         ©2002
       
   969                                                                         Impswitch
       
   970                                                                         and
       
   971                                                                         Fang
       
   972                                                                         Langford
       
   973                                                                         (who
       
   974                                                                         will
       
   975                                                                         get
       
   976                                                                         around
       
   977                                                                         to
       
   978                                                                         tightening
       
   979                                                                         this
       
   980                                                                         up
       
   981                                                                         eventually,
       
   982                                                                         especially
       
   983                                                                         with
       
   984                                                                         feedback)
       
   985 
       
   986                                                                         ¹
       
   987                                                                         Free
       
   988                                                                         skills
       
   989                                                                         are
       
   990                                                                         actually
       
   991                                                                         free
       
   992                                                                         until
       
   993                                                                         quantity
       
   994                                                                         is
       
   995                                                                         built
       
   996                                                                         up
       
   997                                                                         with
       
   998                                                                         them.
       
   999                                                                          A
       
  1000                                                                         bargain
       
  1001                                                                         at
       
  1002                                                                         4
       
  1003                                                                         (taken
       
  1004                                                                         at
       
  1005                                                                         listed
       
  1006                                                                         levels)
       
  1007                                                                         for
       
  1008                                                                         every
       
  1009                                                                         point,
       
  1010                                                                         and
       
  1011                                                                         the
       
  1012                                                                         first
       
  1013                                                                         4
       
  1014                                                                         are
       
  1015                                                                         Free!
       
  1016                                                                          After
       
  1017                                                                         you
       
  1018                                                                         'pay'
       
  1019                                                                         for
       
  1020                                                                         them,
       
  1021                                                                         raising
       
  1022                                                                         them
       
  1023                                                                         is
       
  1024                                                                         normal
       
  1025                                                                         (1
       
  1026                                                                         for
       
  1027                                                                         1).
       
  1028                                                                          (Their
       
  1029                                                                         'actual
       
  1030                                                                         value'
       
  1031                                                                         falls
       
  1032                                                                         below
       
  1033                                                                         the
       
  1034                                                                         easy
       
  1035                                                                         threshold
       
  1036                                                                         because
       
  1037                                                                         of
       
  1038                                                                         their
       
  1039                                                                         limited
       
  1040                                                                         applicability.)
       
  1041 
       
  1042                                                                         ²
       
  1043                                                                         A
       
  1044                                                                         character
       
  1045                                                                         may
       
  1046                                                                         have
       
  1047                                                                         a
       
  1048                                                                         specialization
       
  1049                                                                         in
       
  1050                                                                         a
       
  1051                                                                         Skill
       
  1052                                                                         by
       
  1053                                                                         simply
       
  1054                                                                         further
       
  1055                                                                         narrowing
       
  1056                                                                         what
       
  1057                                                                         it
       
  1058                                                                         affects.
       
  1059                                                                          This
       
  1060                                                                         compares
       
  1061                                                                         the
       
  1062                                                                         differences
       
  1063                                                                         in
       
  1064                                                                         Scopes
       
  1065                                                                         of
       
  1066                                                                         some
       
  1067                                                                         related
       
  1068                                                                         Skills.
       
  1069                                                                          For
       
  1070                                                                         example,
       
  1071                                                                         the
       
  1072                                                                         squad
       
  1073                                                                         level
       
  1074                                                                         engagement
       
  1075                                                                         skill³
       
  1076                                                                         compares
       
  1077                                                                         to
       
  1078                                                                         military
       
  1079                                                                         hand-to-hand³
       
  1080                                                                         in
       
  1081                                                                         the
       
  1082                                                                         same
       
  1083                                                                         fashion
       
  1084                                                                         as
       
  1085                                                                         an
       
  1086                                                                         M16
       
  1087                                                                         skill
       
  1088                                                                         (an
       
  1089                                                                         unlisted
       
  1090                                                                         specialization)
       
  1091                                                                         would
       
  1092                                                                         compare
       
  1093                                                                         to
       
  1094                                                                         the
       
  1095                                                                         rifle
       
  1096                                                                         skill.
       
  1097                                                                          Such
       
  1098                                                                         specialization
       
  1099                                                                         makes
       
  1100                                                                         a
       
  1101                                                                         skill
       
  1102                                                                         one
       
  1103                                                                         rank
       
  1104                                                                         'easier'
       
  1105                                                                         and
       
  1106                                                                         therefore
       
  1107                                                                         cheaper.
       
  1108 
       
  1109                                                                         There
       
  1110                                                                         has
       
  1111                                                                         been
       
  1112                                                                         a
       
  1113                                                                         great
       
  1114                                                                         deal
       
  1115                                                                         of
       
  1116                                                                         controversy
       
  1117                                                                         on
       
  1118                                                                         the
       
  1119                                                                         modeling
       
  1120                                                                         of
       
  1121                                                                         talent
       
  1122                                                                         in
       
  1123                                                                         relation
       
  1124                                                                         to
       
  1125                                                                         training.
       
  1126                                                                          In
       
  1127                                                                         Scattershot
       
  1128                                                                         Talent
       
  1129                                                                         in
       
  1130                                                                         a
       
  1131                                                                         skill
       
  1132                                                                         costs
       
  1133                                                                         the
       
  1134                                                                         same
       
  1135                                                                         as
       
  1136                                                                         Training,
       
  1137                                                                         it's
       
  1138                                                                         only
       
  1139                                                                         differentiated
       
  1140                                                                         by
       
  1141                                                                         the
       
  1142                                                                         character's
       
  1143                                                                         description
       
  1144                                                                         and
       
  1145                                                                         history.
       
  1146                                                                          This
       
  1147                                                                         is
       
  1148                                                                         because,
       
  1149                                                                         without
       
  1150                                                                         a
       
  1151                                                                         point
       
  1152                                                                         cut-off,
       
  1153                                                                         there
       
  1154                                                                         is
       
  1155                                                                         not
       
  1156                                                                         much
       
  1157                                                                         need
       
  1158                                                                         for
       
  1159                                                                         complicated
       
  1160                                                                         pricing
       
  1161                                                                         mechanics.
       
  1162                                                                          (These
       
  1163                                                                         costs
       
  1164                                                                         can
       
  1165                                                                         be
       
  1166                                                                         mixed
       
  1167                                                                         as
       
  1168                                                                         well.)
       
  1169 
       
  1170                                                                         ³
       
  1171                                                                         I
       
  1172                                                                         need
       
  1173                                                                         a
       
  1174                                                                         new
       
  1175                                                                         word
       
  1176                                                                         for
       
  1177                                                                         this
       
  1178                                                                         one.
       
  1179 
       
  1180                                                                         *
       
  1181                                                                         Anyone
       
  1182                                                                         can
       
  1183                                                                         also
       
  1184                                                                         add
       
  1185                                                                         experience
       
  1186                                                                         dice
       
  1187                                                                         to
       
  1188                                                                         this
       
  1189                                                                         roll.
       
  1190                                                                          Experince
       
  1191                                                                         dice
       
  1192                                                                         are
       
  1193                                                                         six-sided
       
  1194                                                                         and
       
  1195                                                                         given
       
  1196                                                                         out
       
  1197                                                                         as
       
  1198                                                                         rewards
       
  1199                                                                         for
       
  1200                                                                         play
       
  1201                                                                         that
       
  1202                                                                         increases
       
  1203                                                                         the
       
  1204                                                                         enjoyment
       
  1205                                                                         of
       
  1206                                                                         the
       
  1207                                                                         game.
       
  1208                                                                          They
       
  1209                                                                         are
       
  1210                                                                         awarded
       
  1211                                                                         at
       
  1212                                                                         the
       
  1213                                                                         end
       
  1214                                                                         of
       
  1215                                                                         a
       
  1216                                                                         session
       
  1217                                                                         <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
  1218                                                                         (by
       
  1219                                                                         gamemaster
       
  1220                                                                         <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
  1221                                                                         choice,
       
  1222                                                                         group
       
  1223                                                                         vote,
       
  1224                                                                         or
       
  1225                                                                         other
       
  1226                                                                         technique
       
  1227                                                                         as
       
  1228                                                                         desired)
       
  1229                                                                         or
       
  1230                                                                         they
       
  1231                                                                         are
       
  1232                                                                         given
       
  1233                                                                         'on
       
  1234                                                                         the
       
  1235                                                                         spot'
       
  1236                                                                         where
       
  1237                                                                         and
       
  1238                                                                         when
       
  1239                                                                         any
       
  1240                                                                         participant
       
  1241                                                                         feels
       
  1242                                                                         that
       
  1243                                                                         someone
       
  1244                                                                         has
       
  1245                                                                         made
       
  1246                                                                         a
       
  1247                                                                         significant
       
  1248                                                                         contribution
       
  1249                                                                         to
       
  1250                                                                         their
       
  1251                                                                         (or
       
  1252                                                                         everyone's)
       
  1253                                                                         play
       
  1254                                                                         (when
       
  1255                                                                         other
       
  1256                                                                         than
       
  1257                                                                         the
       
  1258                                                                         gamemaster,
       
  1259                                                                         we
       
  1260                                                                         are
       
  1261                                                                         considering
       
  1262                                                                         if
       
  1263                                                                         a
       
  1264                                                                         'bowl
       
  1265                                                                         of
       
  1266                                                                         dice'
       
  1267                                                                         is
       
  1268                                                                         appropriate
       
  1269                                                                         or
       
  1270                                                                         if
       
  1271                                                                         players
       
  1272                                                                         should
       
  1273                                                                         use
       
  1274                                                                         only
       
  1275                                                                         their
       
  1276                                                                         own
       
  1277                                                                         on
       
  1278                                                                         the
       
  1279                                                                         chance
       
  1280                                                                         that
       
  1281                                                                         the
       
  1282                                                                         gamemaster
       
  1283                                                                         will
       
  1284                                                                         not
       
  1285                                                                         agree
       
  1286                                                                         and
       
  1287                                                                         refund
       
  1288                                                                         them
       
  1289                                                                         immediately).
       
  1290 
       
  1291                                                                         Experience
       
  1292                                                                         dice
       
  1293                                                                         are
       
  1294                                                                         also
       
  1295                                                                         the
       
  1296                                                                         character
       
  1297                                                                         development
       
  1298                                                                         mechanic.
       
  1299                                                                          When
       
  1300                                                                         a
       
  1301                                                                         player
       
  1302                                                                         wishes
       
  1303                                                                         to
       
  1304                                                                         add
       
  1305                                                                         points
       
  1306                                                                         to
       
  1307                                                                         their
       
  1308                                                                         character
       
  1309                                                                         they
       
  1310                                                                         select
       
  1311                                                                         a
       
  1312                                                                         number
       
  1313                                                                         of
       
  1314                                                                         experience
       
  1315                                                                         dice
       
  1316                                                                         to
       
  1317                                                                         'roll
       
  1318                                                                         for
       
  1319                                                                         points.'
       
  1320                                                                          The
       
  1321                                                                         target
       
  1322                                                                         number
       
  1323                                                                         for
       
  1324                                                                         1
       
  1325                                                                         point
       
  1326                                                                         is
       
  1327                                                                         6,
       
  1328                                                                         for
       
  1329                                                                         two
       
  1330                                                                         it
       
  1331                                                                         is
       
  1332                                                                         10,
       
  1333                                                                         3
       
  1334                                                                         is
       
  1335                                                                         14,
       
  1336                                                                         and
       
  1337                                                                         4
       
  1338                                                                         is
       
  1339                                                                         18
       
  1340                                                                         (and
       
  1341                                                                         so
       
  1342                                                                         on
       
  1343                                                                         by
       
  1344                                                                         increments
       
  1345                                                                         of
       
  1346                                                                         4
       
  1347                                                                         per
       
  1348                                                                         point).
       
  1349                                                                          All
       
  1350                                                                         the
       
  1351                                                                         'wagered'
       
  1352                                                                         experience
       
  1353                                                                         dice
       
  1354                                                                         are
       
  1355                                                                         rolled
       
  1356                                                                         at
       
  1357                                                                         once
       
  1358                                                                         and
       
  1359                                                                         added
       
  1360                                                                         together
       
  1361                                                                         and
       
  1362                                                                         then
       
  1363                                                                         compared
       
  1364                                                                         to
       
  1365                                                                         the
       
  1366                                                                         target
       
  1367                                                                         numbers.
       
  1368 
       
  1369                                                                         As
       
  1370                                                                         I
       
  1371                                                                         explained
       
  1372                                                                         in
       
  1373                                                                         this
       
  1374                                                                         thread
       
  1375                                                                         <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1068&forum=2>,
       
  1376                                                                         the
       
  1377                                                                         critical
       
  1378                                                                         juncture
       
  1379                                                                         number
       
  1380                                                                         and
       
  1381                                                                         the
       
  1382                                                                         'looseness'
       
  1383                                                                         of
       
  1384                                                                         the
       
  1385                                                                         supply
       
  1386                                                                         of
       
  1387                                                                         experience
       
  1388                                                                         dice
       
  1389                                                                         work
       
  1390                                                                         together
       
  1391                                                                         to
       
  1392                                                                         Transition
       
  1393                                                                         Scattershot
       
  1394                                                                         towards
       
  1395                                                                         more
       
  1396                                                                         Narrativist
       
  1397                                                                         play
       
  1398                                                                         (when
       
  1399                                                                         Critical
       
  1400                                                                         Juncture
       
  1401                                                                         is
       
  1402                                                                         low
       
  1403                                                                         and
       
  1404                                                                         Experience
       
  1405                                                                         Dice
       
  1406                                                                         are
       
  1407                                                                         plentiful)
       
  1408                                                                         or
       
  1409                                                                         towards
       
  1410                                                                         Gamist
       
  1411                                                                         play
       
  1412                                                                         (when
       
  1413                                                                         Critical
       
  1414                                                                         Juncture
       
  1415                                                                         is
       
  1416                                                                         high
       
  1417                                                                         and
       
  1418                                                                         Experience
       
  1419                                                                         Dice
       
  1420                                                                         are
       
  1421                                                                         scarce).
       
  1422                                                                          You'll
       
  1423                                                                         note
       
  1424                                                                         that
       
  1425                                                                         in
       
  1426                                                                         character
       
  1427                                                                         development,
       
  1428                                                                         often
       
  1429                                                                         regarded
       
  1430                                                                         as
       
  1431                                                                         a
       
  1432                                                                         Gamist
       
  1433                                                                         mechanic,
       
  1434                                                                         Experience
       
  1435                                                                         Dice
       
  1436                                                                         become
       
  1437                                                                         more
       
  1438                                                                         valuable
       
  1439                                                                         because
       
  1440                                                                         of
       
  1441                                                                         scarcity.
       
  1442 
       
  1443 	Logged
       
  1444 
       
  1445 ------------------------------------------------------------------------
       
  1446 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
  1447 Game System.  This project has been permanently suspended.  If you have
       
  1448 any questions regarding the implementation of it or anything else, he
       
  1449 can be reached at ripjack@mad.scientist.com
       
  1450 <mailto:ripjack@mad.scientist.com>
       
  1451 
       
  1452 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
  1453 Member
       
  1454 
       
  1455 Posts: 1363
       
  1456 
       
  1457 
       
  1458 View Profile
       
  1459 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW
       
  1460 <http://www.scattershotgames.com>
       
  1461 	
       
  1462 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12189#msg12189>
       
  1463 *Finally Editted - Whoops
       
  1464 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12189#msg12189>*
       
  1465 « *Reply #1 on:* January 24, 2002, 03:05:15 PM »
       
  1466 	
       
  1467 
       
  1468 ------------------------------------------------------------------------
       
  1469 Well, I finally got around to editting the beast.
       
  1470 
       
  1471 And I found a whole section missing.  The 'rules of engagement' are now
       
  1472 in place and make the following-action stuff look a little more worthwhile.
       
  1473 
       
  1474 Thanks for the patience.
       
  1475 
       
  1476 Fang Langford
       
  1477 	Logged
       
  1478 
       
  1479 ------------------------------------------------------------------------
       
  1480 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
  1481 Game System.  This project has been permanently suspended.  If you have
       
  1482 any questions regarding the implementation of it or anything else, he
       
  1483 can be reached at ripjack@mad.scientist.com
       
  1484 <mailto:ripjack@mad.scientist.com>
       
  1485 
       
  1486 *contracycle
       
  1487 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>*
       
  1488 Member
       
  1489 
       
  1490 Posts: 2392
       
  1491 
       
  1492 
       
  1493 View Profile
       
  1494 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>
       
  1495 	
       
  1496 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12216#msg12216>
       
  1497 *Part V: Peeling Back the Layers - The Real Deal
       
  1498 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12216#msg12216>*
       
  1499 « *Reply #2 on:* January 25, 2002, 03:26:46 AM »
       
  1500 	
       
  1501 
       
  1502 ------------------------------------------------------------------------
       
  1503 Say Fang, you've never worked for Last Unicorn games, have you ;)
       
  1504 	Logged
       
  1505 
       
  1506 ------------------------------------------------------------------------
       
  1507 Impeach the bomber boys:
       
  1508 www.impeachblair.org <http://www.impeachblair.org>
       
  1509 www.impeachbush.org <http://www.impeachbush.org>
       
  1510 
       
  1511 "He who loves practice without theory is like the sailor who boards ship
       
  1512 without a rudder and compass and never knows where he may cast."
       
  1513 - Leonardo da Vinci
       
  1514 
       
  1515 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
  1516 Member
       
  1517 
       
  1518 Posts: 1363
       
  1519 
       
  1520 
       
  1521 View Profile
       
  1522 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW
       
  1523 <http://www.scattershotgames.com>
       
  1524 	
       
  1525 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12227#msg12227>
       
  1526 *Last Unicorn Games?
       
  1527 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12227#msg12227>*
       
  1528 « *Reply #3 on:* January 25, 2002, 06:29:24 AM »
       
  1529 	
       
  1530 
       
  1531 ------------------------------------------------------------------------
       
  1532 Quote from: contracycle
       
  1533 Say Fang, you've never worked for Last Unicorn games, have you ;)
       
  1534 
       
  1535 No.  Why?  (He said with much confusion.)
       
  1536 
       
  1537 Fang Langford
       
  1538 	Logged
       
  1539 
       
  1540 ------------------------------------------------------------------------
       
  1541 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
  1542 Game System.  This project has been permanently suspended.  If you have
       
  1543 any questions regarding the implementation of it or anything else, he
       
  1544 can be reached at ripjack@mad.scientist.com
       
  1545 <mailto:ripjack@mad.scientist.com>
       
  1546 
       
  1547 *contracycle
       
  1548 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>*
       
  1549 Member
       
  1550 
       
  1551 Posts: 2392
       
  1552 
       
  1553 
       
  1554 View Profile
       
  1555 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>
       
  1556 	
       
  1557 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12230#msg12230>
       
  1558 *Part V: Peeling Back the Layers - The Real Deal
       
  1559 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12230#msg12230>*
       
  1560 « *Reply #4 on:* January 25, 2002, 06:40:20 AM »
       
  1561 	
       
  1562 
       
  1563 ------------------------------------------------------------------------
       
  1564 They're (in)famous for reinventing terminology to the point of
       
  1565 obscurantism.  I was just struck by how many terms you have to get to
       
  1566 follow the description.
       
  1567 	Logged
       
  1568 
       
  1569 ------------------------------------------------------------------------
       
  1570 Impeach the bomber boys:
       
  1571 www.impeachblair.org <http://www.impeachblair.org>
       
  1572 www.impeachbush.org <http://www.impeachbush.org>
       
  1573 
       
  1574 "He who loves practice without theory is like the sailor who boards ship
       
  1575 without a rudder and compass and never knows where he may cast."
       
  1576 - Leonardo da Vinci
       
  1577 
       
  1578 *RobMuadib <http://www.indie-rpgs.com/forum/index.php?action=profile;u=96>*
       
  1579 Member
       
  1580 
       
  1581 Posts: 230
       
  1582 
       
  1583 
       
  1584 <callto://robmuadib/>
       
  1585 View Profile
       
  1586 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=96> WWW
       
  1587 <http://www.wildmusegames.com>
       
  1588 	
       
  1589 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12253#msg12253>
       
  1590 *[SCATTERSHOT:V] Peeling Back the Layers, The Actual Mechanix
       
  1591 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12253#msg12253>*
       
  1592 « *Reply #5 on:* January 25, 2002, 09:32:14 AM »
       
  1593 	
       
  1594 
       
  1595 ------------------------------------------------------------------------
       
  1596 Quote from: Le Joueur
       
  1597 
       
  1598 So at last we come to the mechanics.  This is where we formalize the
       
  1599 'flow of play' in support of emotionally engaging contextual thinking
       
  1600 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>.
       
  1601  We are going to examine primarily the Advanced Scattershot mechanics
       
  1602 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
  1603 across the whole range of 'Densities' from General to Mechanical
       
  1604 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
  1605 play.  We're going to fully formalize the process of passing who the
       
  1606 Speaker
       
  1607 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> is
       
  1608 during scenes
       
  1609 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
  1610 within a game into the communal language
       
  1611 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1> and
       
  1612 mechanics of Scattershot.
       
  1613 
       
  1614 
       
  1615 Well, I thought I would chime in here a bit, partially as a response to
       
  1616 contracyles post below. Specifically, on the idea of the steeper
       
  1617 learning curve associated with a game that fully quantifies it's game
       
  1618 language, and largely makes it a requirement to learn.
       
  1619 
       
  1620 First, all RPGs are in effect Formal Languages, in the way that computer
       
  1621 programming languages are. These formal languages exist to enable us to
       
  1622 engage in the three elements of Story, Game, and Role.
       
  1623 
       
  1624 Now, most games that have been written so far, leave large amounts of
       
  1625 this formal language implicit, or reserve it's use to certain empowered
       
  1626 players.
       
  1627 
       
  1628 Now, in the first case, you lose the easy means to express and utilize
       
  1629 the elements of the formal language that are assumed/implicit, those
       
  1630 creating a system with which the players largely give short shrift to
       
  1631 those elements Story/Game/Role which are left implicit. In the second,
       
  1632 you create a class of highly empowered players, who because they have
       
  1633 access to these Guide mechanics, have greater control over the
       
  1634 experience of the players that don't.
       
  1635 
       
  1636 Thus, I believe that making the mechanics explicit and "democratizing"
       
  1637 them leads to the ability for all players to be empowered and thus have
       
  1638 greater ability to engage the elements of Story/Game/Role they find most
       
  1639 compelling.  
       
  1640 
       
  1641 (This is newish thinking on my part that has developed from my X-styles
       
  1642 and XXX RPG theory thread in the GNS discussion forum)
       
  1643 
       
  1644 Quote from: Le Joueur
       
  1645 
       
  1646 At its simplest level, the Scattershot mechanic is little more than a
       
  1647 resolution system
       
  1648 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
  1649 with trimmings.  Every ability (or quality of any entity within a
       
  1650 Scattershot game) is described by a Rating.  Before I talk about using
       
  1651 these Ratings, I think I should describe 'how to get them.'
       
  1652 
       
  1653 
       
  1654 again I like this thinking, as it mirrors the methodology I am using in
       
  1655 design of my own game. That getting the players to learn to use game
       
  1656 language, and make that language "abstractionist" and high-level, so it
       
  1657 is powerful and easy to use, is GOOD. Powerful Formalized Game Language
       
  1658 GOOD!
       
  1659 
       
  1660 
       
  1661 Quote from: Le Joueur
       
  1662 
       
  1663 Fat Points
       
  1664 
       
  1665       Scattershot's point-based system requires that you 'buy' abilities
       
  1666       using character points, during character generation or evolution,
       
  1667       in order to take full advantage of them.  Since simplicity is one
       
  1668       of the design specifications and it is a point-based system, we
       
  1669       quickly decided that to raise any rating 1 point would cost 1
       
  1670       point.  This makes Scattershot's points 'worth more' than most
       
  1671       games (by a factor of 3, 5, or in some cases 10 or higher).
       
  1672 
       
  1673       Some have suggested that this lacks a limit on the 'return on
       
  1674       investments.'  This is only an illusion.  Scattershot's die
       
  1675       mechanic (more in just a bit) creates a sigmoid graph (which means
       
  1676       more and more points give less and less improvement in probability
       
  1677       terms).  Also, when a player has more points to 'spend' there are
       
  1678       obviously more choices to make (Scattershot will have rather long
       
  1679       'laundry' lists of abilities to choose from - for players who
       
  1680       aren't interested in lists, it's not hard to make up abilities
       
  1681       instead of searching for them, the lists are mostly to help
       
  1682       players get inspired); this means that most of the time, these
       
  1683       points will tend to get 'spread out' more.
       
  1684 
       
  1685       The second part of having a point-based system we do differently
       
  1686       is that there are no point cut-offs.  Instead of saying, "you only
       
  1687       have 30 points to spend," we point out that more points means a
       
  1688       character has a higher or broader efficacy in general.
       
  1689        Concentrations of points in a single ability means that a
       
  1690       character is expected to excel at (or be somewhat defined by) that
       
  1691       ability (like a gunfighter - who /should/ have a high 'quickdraw'
       
  1692       skill).  Based on this quality, the rest of the group can form a
       
  1693       quick understanding of 'how able' a character is and can play
       
  1694       accordingly.
       
  1695 
       
  1696 
       
  1697 
       
  1698 One problem I have on this thinking, while true for normal abilities that
       
  1699 define an ability to succeed at something, there is a diminished return
       
  1700 for each greater investment. But what about abilities such as super
       
  1701 powers and such, ones which are applications of a UE derived Value.
       
  1702 
       
  1703 Since they are based on a Geometric progression. Having unlimited points
       
  1704 to spend on the "effect" portion means a player could create a character
       
  1705 that can destroy planets and all while someone else might have just made
       
  1706 batman. How do you adress this, Self-established limits?
       
  1707 
       
  1708 This is interesting to me, since I plan to use a scaled triangular
       
  1709 progression for establishing Trait Score costs. Where a triangular
       
  1710 progression means it costs you a number of points equal to the sum of
       
  1711 the values up and including the Score being purchased - i.e. a Score of
       
  1712 1 costs 1, a Score of 2 (1+2), 3, a Score of 3 costs (1+2+3), 6, Score
       
  1713 of 4 costs (1+2+3+4), 10, a score of 5 costs (1+2+3+4+5), 15, etc.
       
  1714 
       
  1715 This doesn't result in a shortchange in either Basis Traits or Proficiency,
       
  1716 despite the diminishing returns in your chance of Binary Success, as
       
  1717 higher Trait Scores offer a geometric increase in related Values, and a
       
  1718 Linear increase in scaled ability. For Proficiency, although your Binary
       
  1719 Success is subject to diminishing returns, the magnitudes of your
       
  1720 Success scale linearly. (and thus require a geometrically increasing
       
  1721 cost to achieve.)
       
  1722 
       
  1723 This occurs because of the way I determine Success/Effect ratings. Which
       
  1724 I will show when I post an examination of my mechanics, which I plan to
       
  1725 do later today.
       
  1726 
       
  1727 
       
  1728 Quote from: Le Joueur
       
  1729 
       
  1730 What Do You Do with These Ratings?
       
  1731 
       
  1732       When an Instantaneous, Invoked
       
  1733       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
  1734       Rating is 'checked³' for an Immediate action
       
  1735       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
  1736       by an Individual
       
  1737       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>,
       
  1738       after determining the necessary rating, two ten-sided dice are
       
  1739       rolled and their sum* is subtracted from this rating (so rolling
       
  1740       lower is better).  The difference is called a MIB (short for
       
  1741       Made-It-By) number.  Rolling higher than the Rating is a failure
       
  1742       or MIB (Missed-It-By) number; a roll equal to the rating has 'just
       
  1743       made it.'  There are many different types of Modifiers that can be
       
  1744       applied to this roll.  Beyond the familiar range, size, and
       
  1745       opportunity modifiers you would expect, there can also be
       
  1746       Residual, Scope, and Duration
       
  1747       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
  1748       modifiers when the available ability is not a perfect match for
       
  1749       the needed action.
       
  1750 
       
  1751 
       
  1752 
       
  1753 I like this idea of allowing of success out of failure. Seems like a
       
  1754 good mechanic, especially when trying to emphasize story elements. This
       
  1755 is somewhat novel approach. I have seen modifiers applied for
       
  1756 hurrying/Taking extra time on an Act, but this is first I've really seen
       
  1757 anyone use a reverse application of it. Pretty slick.
       
  1758 
       
  1759 My only caveat would to be label "optional" in that, it that it could
       
  1760 cause short shrift to Roleist elements for people who want to emphasize
       
  1761 it. Hardcore "Sim" play being the classic example, and possibly Gameist
       
  1762 play as well. Imagine the following exchange.
       
  1763 
       
  1764 "Hah, you failed, prepare to die dewd."
       
  1765 "Wait!, <rules ouija by desperate Gameist player to snatch victory from
       
  1766 the jaws of defeat."
       
  1767 "What? that sucks, pulling some lame rule out of your ass just so you
       
  1768 won't lose.""
       
  1769 
       
  1770 Quote from: Le Joueur
       
  1771 
       
  1772 Taking Turns
       
  1773 
       
  1774       As I mentioned in the first installment
       
  1775       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>,
       
  1776       Scattershot formalizes the 'flow of play,' especially at times of
       
  1777       high emotion
       
  1778       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
       
  1779        Just like the normal tendency to formalize play during cacophony
       
  1780       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
       
  1781       Scattershot switches to a rigid play-order during Mechanical play
       
  1782       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
       
  1783        A lot of game systems use complicated mechanics to create some
       
  1784       kind of turn order related to the efficacy of combat-skilled
       
  1785       characters.  For as much trouble as I have seen this cause, it
       
  1786       never seems to be a reasonable return for such wargame inspired
       
  1787       mechanics.
       
  1788 
       
  1789             In many cases during Specific play
       
  1790             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
  1791             a roll might Miss-It-By just a point or two.  After the MIB
       
  1792             number is calculated, the character's player may opt to 'Buy
       
  1793             a Success' by changing one of the parameters of the attempt
       
  1794             /after the fact/.  Let's say an auto mechanic Missed-It-By 1
       
  1795             (often just MIB -1), his player can turn this failure into a
       
  1796             success by changing the amount of time it took, or by
       
  1797             requiring more parts and thus cost (or both if they
       
  1798             Missed-It-By 2).  A 'bought' success is never higher than
       
  1799             'just making it.'  In Mechanical play
       
  1800             <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
       
  1801             like melee, if a player needs to 'Buy a Success' they can do
       
  1802             things like give ground, yield Combat Advantage, dive for
       
  1803             cover, or something more descriptive like going down on one
       
  1804             knee as long as the group seems receptive to the
       
  1805             complication it creates.
       
  1806 
       
  1807 
       
  1808 
       
  1809 I am going to agree to disagree with you, well done initiative systems,
       
  1810 provide a nice modeling of factors resulting in very tense involved
       
  1811 Gameist gameplay.
       
  1812 
       
  1813 The best example of such being the Semi-simultaneous action count system
       
  1814 of the Phoenix Command Small Arms system. (an idea I am ripping off for
       
  1815 my game, but only for the Tactical Combat rules, :))
       
  1816 Where moving into the open at the wrong time, or being caught
       
  1817 flat-footed out of cover has obvious and crushing results. And catching
       
  1818 some poor bastard looking around being uncatious with a short burst, as
       
  1819 you wait in a Kneeling firing stance around solid cover, is SO satisfying!
       
  1820 
       
  1821 (what can I say, I like to play FPS on the computer too. Oh yeah, that
       
  1822 reminds me of one of my classic mantras, someone needs to convert
       
  1823 Phoenix command to a computer moderated version that would be sweet!)
       
  1824 
       
  1825 Quote from: Le Joueur
       
  1826 
       
  1827 If you can 'Buy a Success,' why not be able to 'Sell a Success?'  The
       
  1828 mechanic for when you 'Sell a Success' is called the /±5 mechanic/.  To
       
  1829 take longer, you find the duration on the UE Chart
       
  1830 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> and
       
  1831 then count up or down 5 points.  This way you can /add or subtract/ to
       
  1832 the amount affected; 'extra' points of success can also be 'spent' on
       
  1833 Residual modifiers.  You can likewise 'buy' a point of Combat Advantage
       
  1834 (which is of course just another form of Residual modifier anyway).
       
  1835  [/list:u]
       
  1836 
       
  1837 
       
  1838 Again, I like this, it's a clever reverse application of the handiness
       
  1839 of a UE Scale type deal. Also one I haven't seen before, as I mentioned
       
  1840 above.
       
  1841 Also, such Success Shifting can be a good tool to support Storyist goals.
       
  1842 Which should gain you brownie points around here:)
       
  1843 
       
  1844 My only point would be to express it's Storyist leanings, or not, as Ron
       
  1845 mentioned in a different thread, your game nicely features lots of
       
  1846 Storyist supporting mechanics.
       
  1847 
       
  1848 Quote from: Le Joueur
       
  1849 
       
  1850 Critical Junctures
       
  1851 
       
  1852       In setting up a game, the participants need to fix how 'epic' or
       
  1853       'over the top' they want to play.  The primary way this is done is
       
  1854       by adjusting the Critical Juncture Threshold.  The core suggested
       
  1855       threshold is 7.  This means whenever any modified MIB number is 7
       
  1856       or higher, the player of the character this 'goes against' is
       
  1857       compelled to create a description of not only what has happened
       
  1858       but must also indicate how this forms a turning point for their
       
  1859       character.  (I especially like the title character's first
       
  1860       encounter with the Sheriff of Nottingham, in Robin Hood: Prince of
       
  1861       Thieves.  Robin clearly scores a /Telling Blow/ - matching or
       
  1862       exceeding the Critical Juncture Threshold of the game.  The
       
  1863       Sheriff's player, rather than taking a horrible wound, describes a
       
  1864       fatal attack on his vanity, taking on a new Disadvantage.)
       
  1865 
       
  1866       Likewise, if a player rolls a Missed-It-By number 7 or more points
       
  1867       above the modified Rating used, they are also compelled to
       
  1868       describe what kind of fantastic mistake occurs.  This
       
  1869       /Catastrophic Failure/ must also be something of a 'turning
       
  1870       point.'  In contested rolls, a Telling Blow is only described when
       
  1871       the RMIB /continues/ to exceeds the Critical Juncture Threshold
       
  1872       after being calculated.  The Critical Juncture Threshold also
       
  1873       controls a number of other features in the game.  For example, the
       
  1874       total of the Critical Juncture number and Epic Value³ (which
       
  1875       limits the maximum length of Flurries of Action) must be ten or
       
  1876       less (id est, in a game where the Critical Juncture is 6, then
       
  1877       flurries may not exceed 4 in a row).  This keeps all the 'epic'
       
  1878       qualities in line for a single game.[/list:u]
       
  1879 
       
  1880 
       
  1881 
       
  1882 Again, I really like these ideas, reminds me of some of the Reality
       
  1883 Rules I have in my game, whereby the outrageouness of results is tied to
       
  1884 the "Reality" being simulated. Though in my take it is in support of
       
  1885 Roleist, rather than Storyist goals.
       
  1886 
       
  1887 Like I mentioned in earlier threads, I am finding it interesting how we
       
  1888 have hit upon similar design metholodigies, but where your design is
       
  1889 heavier on Storyist supporting mechanics, mine is heavier on Roleist
       
  1890 supporting mechanics.
       
  1891 
       
  1892 Either way, both are helping me to develop my thinking on my new XXX rpg
       
  1893 theory stuff.
       
  1894 
       
  1895 Quote from: Le Joueur
       
  1896 
       
  1897 /In Case I Forgot to Mention:/
       
  1898 
       
  1899       Uses of Types in Mechanical play
       
  1900       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>:
       
  1901       most abilities used will be Invoked
       
  1902       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
  1903       Ratings, what these affect is often limited by Magnitude
       
  1904       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
  1905       Ratings.  'What gets affected' will frequently be a Resource
       
  1906       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
       
  1907       Rating.
       
  1908 
       
  1909 
       
  1910 
       
  1911 Oh, I am reminded of something in Contracycles post regarding your
       
  1912 terminology. Invoked is probably overly-obfuscated. In terms of previous
       
  1913 design, Acting/Opposing or Action/Reaction might be a clearer term.
       
  1914 Invoked is not as intuitive and heavier on the formal side in your
       
  1915 Formal Language. Magnitude is pretty good, as it is fairly intuitive.
       
  1916 
       
  1917 Quote from: Le Joueur
       
  1918 
       
  1919 For example, if your character /punches/ mine (and they don't have a
       
  1920 related melee skill), they will generate a MIB number based on an
       
  1921 Invoked use of their Agility Stat.  If they have an unusually high
       
  1922 Strength, in its Magnitude role, the Multiplier facet of the UE Chart
       
  1923 will be indexed and that will multiply the RMIB.  This will be the
       
  1924 /basic/ damage which unless modified is taken from my Hit Points in
       
  1925 their Resource role.  Likewise, if your character wanted to throw a
       
  1926 water tower on a burning building, their Strength indexed on the UE
       
  1927 Chart would be compared to the estimated weight of the tower and the
       
  1928 maximum throwing distance could be calculated.  Because of the scope of
       
  1929 the tower and the target, small amounts of error in the throw would be
       
  1930 forgiven (using both scatter and 'area of effect' mechanics).[/list:u]
       
  1931 
       
  1932 
       
  1933 I am a big proponent of the niftiness of the use of a Value Scale, it
       
  1934 provides lots of concrete values and detail, while still being fairly
       
  1935 high-level and abstracted enough to use easily. As opposed to lots of
       
  1936 gurps like calcuation of specific values with lots of multiplication and
       
  1937 no easy way to convert between results and such.
       
  1938 
       
  1939 Quote from: Le Joueur
       
  1940 
       
  1941       You may have noticed that once Mechanical play
       
  1942       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
  1943       gets going it quickly becomes impossible to tell 'who started it.'
       
  1944        The only problem this has caused had to do with the application
       
  1945       of superhuman speed in our superhero mechanics.  The solution was
       
  1946       to have a fair number of the additional actions performed
       
  1947       immediately before the gamemaster (mostly because, by and large,
       
  1948       they are taking the turns of more individual, and non-player,
       
  1949       characters).  Other than that, there are no real, practical
       
  1950       differences.[/list:u]
       
  1951 
       
  1952 
       
  1953 
       
  1954 One case where effective initiative mechanics do make a useful
       
  1955 apperance, though a very limited case. Again, given the Storyist
       
  1956 leanings of your system that I see, sounds pretty good.
       
  1957 
       
  1958 
       
  1959 Quote from: Le Joueur
       
  1960 
       
  1961 What if I Want to Make Up My Own Abilities?
       
  1962 
       
  1963       Scattershot bases every ability on 5 templates.  There are
       
  1964       schedules of modifications that can be made to these abilities,
       
  1965       but those modifications are rather esoteric and are kept to the
       
  1966       Advanced Scattershot mechanics
       
  1967       <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
       
  1968        In keeping with the design specifications of Scattershot, these
       
  1969       templates are paired with the five elements (almost everything
       
  1970       happens to be, but that has more to do with Scattershot's
       
  1971       universal metaphysic that I can cover if anyone is interested).
       
  1972        Earth matches the template of affecting the physical nature of an
       
  1973       object, Water has the template of movement, location, and time
       
  1974       manipulation, Air's template manipulates the energy of a subject
       
  1975       (including spiritual), Fire manipulates structure and relativity
       
  1976       (this includes information), and finally Ether is relative to the
       
  1977       unusual abilities that affect the 'character' of a subject -
       
  1978       including things which make it unique or unremarkable.  I can go
       
  1979       into detail if necessary, but this about sums it up.[/list:u]I
       
  1980       hope this satisfies everyone's curiosity over Scattershot's
       
  1981       mechanics.  Feel free to ask for clarifications, I am planning on
       
  1982       going over the whole series in better detail and re-editing almost
       
  1983       all of it.
       
  1984 
       
  1985 
       
  1986 
       
  1987 This sounds pretty interesting, and again follows some of the stuff I
       
  1988 have been doing in my design, which is focused on getting the players to use
       
  1989 the Design Architectures to build worlds in its universe, The Million
       
  1990 Worlds (TM)
       
  1991 
       
  1992 
       
  1993 Quote from: Le Joueur
       
  1994 
       
  1995 ² A character may have a specialization in a Skill by simply further
       
  1996 narrowing what it affects.  This compares the differences in Scopes of
       
  1997 some related Skills.  For example, the squad level engagement skill³
       
  1998 compares to military hand-to-hand³ in the same fashion as an M16 skill
       
  1999 (an unlisted specialization) would compare to the rifle skill.  Such
       
  2000 specialization makes a skill one rank 'easier' and therefore cheaper.
       
  2001 
       
  2002 
       
  2003 A good way to make skill use simple while still allowing for detail. I
       
  2004 go significantly further by using a Cumulative Skill Tree where
       
  2005 Proficiency is
       
  2006 determined from the sum of one of each of the character's relevant
       
  2007 Skills,Specialties, and Familiarities.
       
  2008 
       
  2009 as for names, the military Hand-to-Hand is covered in army field manual
       
  2010 FM21-150 Combatives. Perhaps simply Close Combat (squad) and Close
       
  2011 Combat (individual).
       
  2012 
       
  2013 
       
  2014 Quote from: Le Joueur
       
  2015 
       
  2016 There has been a great deal of controversy on the modeling of talent in
       
  2017 relation to training.  In Scattershot Talent in a skill costs the same
       
  2018 as Training, it's only differentiated by the character's description and
       
  2019 history.  This is because, without a point cut-off, there is not much
       
  2020 need for complicated pricing mechanics.  (These costs can be mixed as well.)
       
  2021 
       
  2022  I will discuss this more when I post a summary of my Outcome Test
       
  2023 mechanic for review.
       
  2024 
       
  2025 Quote from: Le Joueur
       
  2026 
       
  2027 ³ I need a new word for this one. (Check)
       
  2028 
       
  2029 Hmm, instead of contested Check, how about simply calling it a
       
  2030 Challenge, (Since it is effectively the default way your resolve
       
  2031 actions), and call the limited case of static uses a Simple Challenge.
       
  2032 
       
  2033 For instance, when a instaneous [Action] Rating is Challenged, you make
       
  2034 a Challenge roll by rolling 2d10 and comparing the your MIB # to the
       
  2035 Challenge roll of your Opponent ... etc, Or, in the case of a Simple
       
  2036 Challenge of a Rating, you make a Challenge Roll, modifying the Rating
       
  2037 for difficulty. Your MIB from the Challenge of your Effective Rating is used
       
  2038 directly to determine your RMIB, ... etc.
       
  2039 
       
  2040 
       
  2041 Quote from: Le Joueur
       
  2042 
       
  2043 * Anyone can also add experience dice to this roll.  Experince dice are
       
  2044 six-sided and given out as rewards for play that increases the enjoyment
       
  2045 of the game.  They are awarded at the end of a session
       
  2046 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> (by
       
  2047 gamemaster
       
  2048 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
       
  2049 choice, group vote, or other technique as desired) or they are given 'on
       
  2050 the spot' where and when any participant feels that someone has made a
       
  2051 significant contribution to their (or everyone's) play (when other than
       
  2052 the gamemaster, we are considering if a 'bowl of dice' is appropriate or
       
  2053 if players should use only their own on the chance that the gamemaster
       
  2054 will not agree and refund them immediately).
       
  2055 
       
  2056 Experience dice are also the character development mechanic.  When a
       
  2057 player wishes to add points to their character they select a number of
       
  2058 experience dice to 'roll for points.'  The target number for 1 point is
       
  2059 6, for two it is 10, 3 is 14, and 4 is 18 (and so on by increments of 4
       
  2060 per point).  All the 'wagered' experience dice are rolled at once and
       
  2061 added together and then compared to the target numbers.
       
  2062 
       
  2063 As I explained in this thread
       
  2064 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1068&forum=2>, the
       
  2065 critical juncture number and the 'looseness' of the supply of experience
       
  2066 dice work together to Transition Scattershot towards more Narrativist
       
  2067 play (when Critical Juncture is low and Experience Dice are plentiful)
       
  2068 or towards Gamist play (when Critical Juncture is high and Experience
       
  2069 Dice are scarce).  You'll note that in character development, often
       
  2070 regarded as a Gamist mechanic, Experience Dice become more valuable
       
  2071 because of scarcity.
       
  2072 
       
  2073 
       
  2074 I like this tailoring methodolgy you have set-up, and I see why Ron
       
  2075 found your game interesting in terms of the Transitional effects of
       
  2076 being able to tune towards Storyist or Gamist roles.
       
  2077 
       
  2078 Anyway, that should be enough to keep you reading for a while, for my
       
  2079 next trick I will post a summary of my mechanics and discuss how they
       
  2080 represent more Roleist game language.
       
  2081 	Logged
       
  2082 
       
  2083 ------------------------------------------------------------------------
       
  2084 Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
       
  2085 kwisatzhaderach@wildmusegames.com
       
  2086 <mailto:kwisatzhaderach@wildmusegames.com> --   
       
  2087 "But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune
       
  2088 (The Movie - 1980)
       
  2089 
       
  2090 *Rob*
       
  2091 Guest
       
  2092 
       
  2093 
       
  2094 Email <mailto:>
       
  2095 	
       
  2096 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12378#msg12378>
       
  2097 *[SCATTERSHOT:V] Peeling Back the Layers, The Actual Mechanix
       
  2098 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12378#msg12378>*
       
  2099 « *Reply #6 on:* January 28, 2002, 05:48:15 AM »
       
  2100 	
       
  2101 
       
  2102 ------------------------------------------------------------------------
       
  2103 Quote from: RobMuadib
       
  2104 
       
  2105 Where moving into the open at the wrong time, or being caught
       
  2106 flat-footed out of cover has obvious and crushing results. And catching
       
  2107 some poor bastard looking around being uncatious with a short burst, as
       
  2108 you wait in a Kneeling firing stance around solid cover, is SO satisfying!
       
  2109 
       
  2110 
       
  2111 I know, I got two in a row like that in CountrStrike over the weekend.
       
  2112 ;)  Well actually I was the short arm on an L-shaped ambush.
       
  2113 
       
  2114 Quote
       
  2115 
       
  2116 (what can I say, I like to play FPS on the computer too. Oh yeah, that
       
  2117 reminds me of one of my classic mantras, someone needs to convert
       
  2118 Phoenix command to a computer moderated version that would be sweet!)
       
  2119 
       
  2120 
       
  2121 Well, if you've not tried CS, you should.
       
  2122 
       
  2123 We now return you to your regularly scheduled Scattershot thread.
       
  2124 	Logged
       
  2125 
       
  2126 *contracycle
       
  2127 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>*
       
  2128 Member
       
  2129 
       
  2130 Posts: 2392
       
  2131 
       
  2132 
       
  2133 View Profile
       
  2134 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>
       
  2135 	
       
  2136 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12379#msg12379>
       
  2137 *Part V: Peeling Back the Layers - The Real Deal
       
  2138 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12379#msg12379>*
       
  2139 « *Reply #7 on:* January 28, 2002, 05:51:24 AM »
       
  2140 	
       
  2141 
       
  2142 ------------------------------------------------------------------------
       
  2143 Weird, thats my post above.  Hmm.
       
  2144 	Logged
       
  2145 
       
  2146 ------------------------------------------------------------------------
       
  2147 Impeach the bomber boys:
       
  2148 www.impeachblair.org <http://www.impeachblair.org>
       
  2149 www.impeachbush.org <http://www.impeachbush.org>
       
  2150 
       
  2151 "He who loves practice without theory is like the sailor who boards ship
       
  2152 without a rudder and compass and never knows where he may cast."
       
  2153 - Leonardo da Vinci
       
  2154 
       
  2155 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
  2156 Member
       
  2157 
       
  2158 Posts: 1363
       
  2159 
       
  2160 
       
  2161 View Profile
       
  2162 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW
       
  2163 <http://www.scattershotgames.com>
       
  2164 	
       
  2165 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12668#msg12668>
       
  2166 *[SCATTERSHOT:V] Peeling Back the Layers, The Actual Mechanix
       
  2167 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12668#msg12668>*
       
  2168 « *Reply #8 on:* February 01, 2002, 08:16:02 PM »
       
  2169 	
       
  2170 
       
  2171 ------------------------------------------------------------------------
       
  2172 Quote from: RobMuadib
       
  2173 One problem I have on this thinking, while true for normal abilities
       
  2174 that define an ability to succeed at something, there is a diminished
       
  2175 return for each greater investment. But what about abilities such as
       
  2176 super powers and such, ones which are applications of a UE derived Value.
       
  2177 
       
  2178 Since they are based on a Geometric progression. Having unlimited points
       
  2179 to spend on the "effect" portion means a player could create a character
       
  2180 that can destroy planets and all while someone else might have just made
       
  2181 batman. How do you address this, Self-established limits?
       
  2182 
       
  2183 I know the I-V stuff is terribly laden with designer notes, so I can
       
  2184 understand what's happening here.  You're confusing the ability Rating
       
  2185 with the effect's Magnitude.
       
  2186 
       
  2187 This was one of the earliest compromises we made to mathematics, you
       
  2188 need two numbers to model enough situations for our satisfaction.  It
       
  2189 didn't follow that you'd be better and better at doing something as you
       
  2190 became more powerful.  Where would you model people who had fantastic
       
  2191 power but lousy control or vice versa?  That's why almost all Ratings
       
  2192 have a Magnitude (for skills the Magnitude is 'hidden' by having each
       
  2193 skill define its own parameters).  Superpower, magic, and et cetera are
       
  2194 linked to the Power Stat.  The only Ratings that do not have Magnitudes
       
  2195 are the Stats themselves (and actually, in most cases, they function /as
       
  2196 their own/ Magnitudes - and this is the only case of that).
       
  2197 
       
  2198 What does that mean?  Well because of the sigmoid graph of probabilities
       
  2199 associated with a 'this number or less' roll of dice, the more points
       
  2200 you spend, the less return there is.  For example; if you have an
       
  2201 Invoked Rating of 15, the chances of succeeding on an unmodified *MIB*
       
  2202 roll is 85% (god, I love calculating with 2 ten-siders). Spend a point
       
  2203 (going up to 16) and that becomes 90%.  If it were linear, another point
       
  2204 would get you 5% more, but it doesn''t.  (17 is 94%, 18 is 97%, and 19
       
  2205 is 99%.)  This is diminishing return.
       
  2206 
       
  2207 With Magnitude Ratings, it works geometrically.  Weight on the UE Chart
       
  2208 can be calculated (if you don't like charts) at 3 times the Rating
       
  2209 squared in pounds.  For a Magnitude Rating of 40 (40 x 40 x 3), that
       
  2210 would be 4,800 pounds, just under 2½ tons.  Adding 10 points makes it
       
  2211 7,500 pounds, a 56% increase.  Adding 10 more is 10,800 pounds, another
       
  2212 69% (compared to the original).
       
  2213 
       
  2214 As you can see, turning the Magnitude up to the point where planets get
       
  2215 destroyed becomes both cost prohibitive, and bloody obvious.  As I
       
  2216 described in another thread, what follows this part of character
       
  2217 creation is more-or-less negotiations on the part of the players to
       
  2218 reach an idea of what kind of game they all want to take part in.  I
       
  2219 will be formalizing that exact process, when I /find those damn notes!/
       
  2220  It isn't precisely about establishing limits, it has to do with shared
       
  2221 expectations.
       
  2222 
       
  2223 Quote from: RobMuadib
       
  2224 This doesn't result in a shortchange in either Basis Traits or
       
  2225 Proficiency, despite the diminishing returns in your chance of Binary
       
  2226 Success, as higher Trait Scores offer a geometric increase in related
       
  2227 Values, and a Linear increase in scaled ability. For Proficiency,
       
  2228 although your Binary Success is subject to diminishing returns, the
       
  2229 magnitudes of your Success scale linearly. (and thus require a
       
  2230 geometrically increasing cost to achieve.)
       
  2231 
       
  2232 We took the opposite approach (if I am reading this correctly).  Our
       
  2233 'proficiency' scales with diminishing returns (see above), and our
       
  2234 magnitudes scale geometrically.  The UE Chart is rarely about the
       
  2235 magnitude of success and more about the magnitude of success attempted.
       
  2236  Strength doesn't even require a roll unless you're doing something
       
  2237 'chancy,' you simply are able to lift Strength squared times 3 pounds.
       
  2238 
       
  2239 The only time success is scaled by the UE Chart is for things like
       
  2240 attacks; an attack superpower 'powered' by a Power of 40 has a
       
  2241 'multiplier' of 16; after the *RMIB* is determined you multiply it by 16
       
  2242 (so an *RMIB* of 4 nets 64 points of basic damage).  The multiplier is
       
  2243 static (and in a game with a Critical Juncture number of 5, you would
       
  2244 only need to note these values to avoid in-play calculation: 16, 32, 48,
       
  2245 and 64, because anything higher would be a Telling Blow).
       
  2246 
       
  2247 Quote from: RobMuadib
       
  2248 I like this idea of allowing of success out of failure. Seems like a
       
  2249 good mechanic, especially when trying to emphasize story elements. This
       
  2250 is somewhat novel approach. I have seen modifiers applied for
       
  2251 hurrying/Taking extra time on an Act, but this is first I've really seen
       
  2252 anyone use a reverse application of it. Pretty slick.
       
  2253 
       
  2254 My only caveat would to be label "optional" in that, it that it could
       
  2255 cause short shrift to Roleist elements for people who want to emphasize
       
  2256 it. Hardcore "Sim" play being the classic example, and possibly Gameist
       
  2257 play as well. Imagine the following exchange.
       
  2258 
       
  2259 "Hah, you failed, prepare to die dewd."
       
  2260 "Wait!, <rules ouija by desperate Gameist player to snatch victory from
       
  2261 the jaws of defeat."
       
  2262 "What? that sucks, pulling some lame rule out of your ass just so you
       
  2263 won't lose."
       
  2264 
       
  2265 Actually, it doesn't need to be optional.  Sooner or later, the Gamist
       
  2266 player will run out of the resources necessary to 'put off' losing.
       
  2267  (You can only overdraw your 'adharmic bank account' so much before it
       
  2268 'comes back to haunt you.')
       
  2269 
       
  2270 Quote from: RobMuadib
       
  2271 I am going to agree to disagree with you, well done initiative systems,
       
  2272 provide a nice modeling of factors resulting in very tense involved
       
  2273 Gameist gameplay.
       
  2274 
       
  2275 Where moving into the open at the wrong time, or being caught
       
  2276 flat-footed out of cover has obvious and crushing results. And catching
       
  2277 some poor bastard looking around being incautious with a short burst, as
       
  2278 you wait in a Kneeling firing stance around solid cover, is SO satisfying!
       
  2279 
       
  2280 You seem a little confused my friend.  Scattershot is not without a
       
  2281 initiative system.  It has a pretty sophisticated one actually.  What it
       
  2282 lacks is a randomized 'who strikes first' system.  It also does not take
       
  2283 away 'first strike' from those who have the initiative due to the
       
  2284 direction of the narrative.
       
  2285 
       
  2286 As far as I am concerned, systems that games have called 'initiative
       
  2287 systems' are actually some attempt to collapse the detail of who gets
       
  2288 the upper hand in a battle into obscure, wargame-like number-based
       
  2289 mechanics.  Instead of awarding 'first strike' as the only means of
       
  2290 modelling the upper hand, we have the Combat Advantage system.  It's
       
  2291 another of my 'favorite bits' in Scattershot.  Now that I have the 'just
       
  2292 the mechanix' up; why don't you read it and tell me what you think?
       
  2293 
       
  2294 Your example would never work in a 'who goes first' mechanic (well it
       
  2295 might, but only because the players 'turn it back into story' after the
       
  2296 fact).
       
  2297 
       
  2298 Quote from: RobMuadib
       
  2299 Oh, I am reminded of something in Contracycle's post regarding your
       
  2300 terminology. Invoked is probably overly-obfuscated. In terms of previous
       
  2301 design, Acting/Opposing or Action/Reaction might be a clearer term.
       
  2302 Invoked is not as intuitive and heavier on the formal side in your
       
  2303 Formal Language.
       
  2304 
       
  2305 And 'Acting/Opposing' intuitively means anything?  I guess Invoked has
       
  2306 been hard for even /our/ people to swallow, but I am still open to any
       
  2307 word that a person, unencumbered by our years of gaming experience would
       
  2308 think means an 'you use it' ability (as opposed to an 'it gets used up'
       
  2309 or a 'how big?' rating), that won't be confused with our word for an 'it
       
  2310 happens right away' ability (as opposed to an 'it takes a little work'
       
  2311 or 'it takes quite a while' ability) or our word for an 'it happens when
       
  2312 you want' ability (as opposed to an 'others trigger it' or a 'lingers
       
  2313 on' ability), so they can all be used together.  MEGS-style terminology
       
  2314 is almost completely opaque to never-gamed-before people.  (Heck, I
       
  2315 still don't follow DC Heroes jargon, /and I've got the books right over
       
  2316 there!/
       
  2317 
       
  2318 Quote from: RobMuadib
       
  2319 Quote from: Le Joueur
       
  2320 ³ I need a new word for this one. [referring to 'Check']
       
  2321 
       
  2322 Hmm, instead of contested Check, how about simply calling it a
       
  2323 Challenge, (Since it is effectively the default way your resolve
       
  2324 actions), and call the limited case of static uses a Simple Challenge.
       
  2325 
       
  2326 For instance, when a Instantaneous [Action] Rating is Challenged, you
       
  2327 make a Challenge roll by rolling 2d10 and comparing the your MIB # to
       
  2328 the Challenge roll of your Opponent ... etc, Or, in the case of a Simple
       
  2329 Challenge of a Rating, you make a Challenge Roll, modifying the Rating
       
  2330 for difficulty. Your MIB from the Challenge of your Effective Rating is
       
  2331 used directly to determine your RMIB, ... etc.
       
  2332 
       
  2333 Whoa!  Wrong way.  You're thinking noun, I'm thinking verb 'as in Check
       
  2334 your Rating.'  We considered Test and Try, but they just don't have
       
  2335 'that feeling.'  Got any good verbs?
       
  2336 
       
  2337 (Roll the 70s music...VERB!  That's what's happening! - Ah, I miss
       
  2338 grammar rock....)
       
  2339 
       
  2340 Fang Langford
       
  2341 	Logged
       
  2342 
       
  2343 ------------------------------------------------------------------------
       
  2344 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
  2345 Game System.  This project has been permanently suspended.  If you have
       
  2346 any questions regarding the implementation of it or anything else, he
       
  2347 can be reached at ripjack@mad.scientist.com
       
  2348 <mailto:ripjack@mad.scientist.com>
       
  2349 
       
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