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26 *198794* Posts in *18708* Topics by *5988* Members Latest Member: * - |
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27 kuljek |
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34 | |-+ *Scattershot <http://www.indie-rpgs.com/forum/index.php?board=22.0>* |
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35 | | |-+ *Part V: Peeling Back the Layers - The Real Deal |
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36 <http://www.indie-rpgs.com/forum/index.php?topic=1122.0>* « previous |
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37 <http://www.indie-rpgs.com/forum/index.php?topic=1122.0;prev_next=prev> |
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38 next » |
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39 <http://www.indie-rpgs.com/forum/index.php?topic=1122;prev_next=next> |
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40 |
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41 *Pages:* [*1*] Print |
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42 <http://www.indie-rpgs.com/forum/index.php?action=printpage;topic=1122.0> |
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43 |
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44 Author Topic: Part V: Peeling Back the Layers - The Real Deal (Read |
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45 914 times) |
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46 |
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47 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
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48 Member |
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49 |
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50 Posts: 1363 |
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51 |
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52 |
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53 View Profile |
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54 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW |
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55 <http://www.scattershotgames.com> |
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56 |
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57 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg10546#msg10546> |
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58 *Part V: Peeling Back the Layers - The Real Deal |
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59 <http://www.indie-rpgs.com/forum/index.php?topic=1122.msg10546#msg10546>* |
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60 « * on:* January 01, 2002, 08:43:00 PM » |
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61 |
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62 |
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63 ------------------------------------------------------------------------ |
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64 January 24th, 2002 - |
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65 |
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66 At the behest of my friends here on the Forge, I will present |
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67 Scattershot at the point I have it. Even though this is a |
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68 work-in-progress and much of the terminology is in a state of flux, I am |
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69 not trying to present a diary of the progress. Expect the lead |
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70 component of this thread to undergo changes as Scattershot does. This |
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71 edition was originally put together very early on Tuesday, January 1st, |
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72 2002. This series of articles will detail strictly the mechanics of |
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73 Scattershot, articles relating to the techniques of 'how to play' will |
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74 have to wait until I have more of them centralized and organized. The |
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75 third major component of the game, the setting and genre material is |
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76 will be addressed once I get a new batch of playtesters. |
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77 |
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78 So at last we come to the mechanics. This is where we formalize the |
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79 'flow of play' in support of emotionally engaging contextual thinking |
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80 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>. |
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81 We are going to examine primarily the Advanced Scattershot mechanics |
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82 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
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83 across the whole range of 'Densities' from General to Mechanical |
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84 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
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85 play. We're going to fully formalize the process of passing who the |
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86 Speaker |
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87 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> is |
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88 during scenes |
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89 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
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90 within a game into the communal language |
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91 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1> and |
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92 mechanics of Scattershot. |
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93 |
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94 At its simplest level, the Scattershot mechanic is little more than a |
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95 resolution system |
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96 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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97 with trimmings. Every ability (or quality of any entity within a |
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98 Scattershot game) is described by a Rating. Before I talk about using |
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99 these Ratings, I think I should describe 'how to get them.' |
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100 |
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101 Fat Points |
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102 |
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103 Scattershot's point-based system requires that you 'buy' abilities |
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104 using character points, during character generation or evolution, |
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105 in order to take full advantage of them. Since simplicity is one |
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106 of the design specifications and it is a point-based system, we |
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107 quickly decided that to raise any rating 1 point would cost 1 |
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108 point. This makes Scattershot's points 'worth more' than most |
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109 games (by a factor of 3, 5, or in some cases 10 or higher). |
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110 |
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111 Some have suggested that this lacks a limit on the 'return on |
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112 investments.' This is only an illusion. Scattershot's die |
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113 mechanic (more in just a bit) creates a sigmoid graph (which means |
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114 more and more points give less and less improvement in probability |
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115 terms). Also, when a player has more points to 'spend' there are |
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116 obviously more choices to make (Scattershot will have rather long |
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117 'laundry' lists of abilities to choose from - for players who |
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118 aren't interested in lists, it's not hard to make up abilities |
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119 instead of searching for them, the lists are mostly to help |
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120 players get inspired); this means that most of the time, these |
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121 points will tend to get 'spread out' more. |
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122 |
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123 The second part of having a point-based system we do differently |
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124 is that there are no point cut-offs. Instead of saying, "you only |
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125 have 30 points to spend," we point out that more points means a |
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126 character has a higher or broader efficacy in general. |
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127 Concentrations of points in a single ability means that a |
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128 character is expected to excel at (or be somewhat defined by) that |
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129 ability (like a gunfighter - who /should/ have a high 'quickdraw' |
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130 skill). Based on this quality, the rest of the group can form a |
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131 quick understanding of 'how able' a character is and can play |
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132 accordingly. |
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133 |
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134 All abilities (which does not /appear/ to include Stats) require |
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135 that at least one point (not including Free Skills1 - more on that |
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136 later) be spent on them in order that the character can make full |
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137 use of them (Stats /are/ the same except a 'hidden' point is spent |
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138 on each prior to character generation). Abilities not 'spent |
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139 upon' can only be used at a 'default' rating (which means they |
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140 have certain functional restrictions). Abilities are ranked from |
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141 Free1, to Easy, Intermediate, or Difficult (on up to Exceptional, |
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142 Renowned, Incredible, Nigh Impossible, and Legendary - this is |
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143 actually based on an explicit formulation of efficacy, see 'making |
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144 up your own abilities' below). |
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145 |
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146 Free skills1 (which make up almost all of the Free abilities) are |
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147 included to cover things that are generally taken to 'flesh out' a |
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148 character (and have much higher 'starting' Ratings than other |
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149 abilities, as listed with each). Rather than making things like |
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150 academic-based characters very expensive, they allow a broad range |
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151 of 'background' skills. There is only a minor cost that accrues |
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152 for taking /many/ Free skills1. All other abilities receive their |
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153 rank not by some arbitrary standard, but how they relate to one |
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154 and another in terms of efficacy in general and specifically how |
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155 they relate to the template abilities (that are used to create |
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156 additional material by the participants - see 'making up your own |
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157 abilities' below). (Technically 'Free skills' do this too, but |
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158 the point cost is also 'hidden'.) |
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159 |
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160 The Rating of an Easy ability is the 'points spent on it' plus 11, |
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161 Intermediate abilities are 'points plus 10,' Difficult is 'plus 9' |
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162 (and so on)². (As an example, Superpowers are of Incredible rank, |
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163 but in the example powers - a fairly wide list - may be treated as |
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164 Difficult with a 'buy in' cost of 3 for Ratings purposes; |
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165 numerically the result is the same.) Natural human range for all |
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166 abilities (Stats included) is 8-14 with a median of 10 (any rating |
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167 is possible, but a 15 means the character is at least superhuman |
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168 in that respect - and that may require additional explanation in |
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169 the character's description).[/list:u]What Do You Do with These |
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170 Ratings? |
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171 |
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172 When an Instantaneous, Invoked |
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173 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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174 Rating is 'checked³' for an Immediate action |
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175 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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176 by an Individual |
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177 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>, |
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178 after determining the necessary rating, two ten-sided dice |
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179 are rolled and their sum* is subtracted from this rating (so |
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180 rolling lower is better). The difference is called a MIB |
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181 (short for Made-It-By) number. Rolling higher than the |
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182 Rating is a failure or MIB (Missed-It-By) number; a roll |
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183 equal to the rating has 'just made it.' There are many |
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184 different types of Modifiers that can be applied to this |
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185 roll. Beyond the familiar range, size, and opportunity |
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186 modifiers you would expect, there can also be Residual, |
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187 Scope, and Duration |
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188 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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189 modifiers when the available ability is not a perfect match |
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190 for the needed action. |
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191 |
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192 A MIB becomes a contested 'check3' by having any party who |
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193 is 'engaged' by the action actively resist it. After the |
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194 modifiers are applied, both parties roll separate MIB |
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195 numbers, and then subtract the resistor's MIB number from |
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196 the MIB of the character performing the original action. |
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197 Sometimes the resistor's MIB number can be derived as |
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198 either a Reactive or Residual |
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199 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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200 MIB number, depending on the circumstances. The Resulting |
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201 MIB (or RMIB) number is used to determine the /quality/ of |
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202 the success of the action (just like the MIB number in an |
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203 uncontested roll).[/list:u]Taking Turns |
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204 |
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205 As I mentioned in the first installment |
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206 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>, |
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207 Scattershot formalizes the 'flow of play,' especially |
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208 at times of high emotion |
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209 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>. |
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210 Just like the normal tendency to formalize play |
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211 during cacophony |
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212 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>, |
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213 Scattershot switches to a rigid play-order during |
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214 Mechanical play |
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215 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>. |
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216 A lot of game systems use complicated mechanics to |
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217 create some kind of turn order related to the efficacy |
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218 of combat-skilled characters. For as much trouble as |
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219 I have seen this cause, it never seems to be a |
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220 reasonable return for such wargame inspired mechanics. |
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221 |
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222 During Mechanical play |
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223 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>, |
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224 Scattershot does a very simple thing; play goes |
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225 counter-clockwise around the group (play passes to |
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226 your right once you have taken the turns for each of |
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227 the characters you play). Each time around the group |
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228 is called a Round (simple huh?). What about all those |
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229 things complicated games capture with their turn-order |
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230 mechanics? Well, it seemed to us they were trying to |
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231 emulate the kinds of advantages characters could have |
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232 over each other in melee, so we created the Combat |
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233 Advantage system (I'll come back to that later) |
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234 instead.[/list:u]Who Goes First? |
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235 |
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236 Another feature that seemed to us a needless |
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237 complication was all of those 'initiative' |
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238 mechanics. Ultimately, they only seem to |
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239 mitigate who makes the actual 'first swing;' |
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240 while that can have important consequences in |
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241 fairly lethal systems, it seems to completely |
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242 eliminate those tense and exciting 'leading up |
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243 to combat' scenes. The tense circling, the |
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244 traded insults, having guns at the ready yet not |
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245 wanting to 'make the first move.' Looking at |
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246 all these examples with an eye towards writing |
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247 mechanics, I could only see one thing. /The |
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248 battle had already started./ |
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249 |
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250 In the source material, sometimes it seemed like |
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251 a mental battle, sometimes not, but it always |
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252 'felt' like they were already using Mechanical |
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253 play |
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254 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>. |
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255 So how were they fighting without trading |
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256 blows? It looked like they were 'looking for an |
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257 opening,' seeking the 'advantage,' or the like. |
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258 (I'll get to Combat Advantage in a moment.) If |
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259 that is the case, /then/ who starts it? That |
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260 seemed simple, whoever first chooses to act as |
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261 though battle is inevitable. Whether it is the |
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262 cowhand walking into the bar spoiling for a |
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263 fight, savages springing from an ambush, the |
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264 dandy striking with his white glove, or a pirate |
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265 slowly drawing his cutlass from its scabbard, |
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266 the character who makes the decision that battle |
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267 is a foregone conclusion is the one who takes |
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268 the first Mechanical play |
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269 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
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270 turn; it's that simple.[/list:u]What about |
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271 Bigger, Faster Combat? |
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272 |
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273 During Mechanical play |
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274 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>, |
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275 scope is an important feature to keep |
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276 track of. Things like naval engagements, |
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277 a battle like Waterloo, and those mass |
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278 combat scenes from The Hobbit and |
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279 Braveheart will only rarely have an |
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280 Individual Scope aspect (and even then the |
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281 battle itself is usually handled 'behind |
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282 the scenes' |
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283 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>) |
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284 and are usually only in Specific play |
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285 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>. |
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286 Our mechanic for melee is, if the |
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287 characters played by one participant |
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288 outnumber the rest of the group /of |
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289 players/, you will usually need to switch |
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290 to a 'higher' level of Scope |
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291 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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292 than Individual |
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293 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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294 play. This keeps things from 'bogging |
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295 down' the pacing, like a battle against |
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296 bad odds. This also allows the system to |
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297 simplify handling what I believe are |
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298 called 'mooks' more easily. |
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299 |
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300 While we're talking about melee, I would |
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301 like to describe a seemingly unique |
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302 feature of Scattershot. Now you probably |
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303 don't imagine using Involved actions |
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304 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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305 in Individual |
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306 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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307 melee, but we have a way where it seems |
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308 almost necessary. To me, when a |
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309 gunslinger sizes up his opponent, waits |
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310 for them to 'twitch,' draws his gun, and |
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311 fires as though he'd aimed; these four |
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312 actions actually count as a single |
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313 Involved action |
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314 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>. |
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315 The same is true for those 'Hong Kong |
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316 Martial Arts Theatre' movie moves, a whole |
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317 flurry of actions that Scattershot treats |
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318 as a single Involved action. (Because of |
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319 the nature of this contested action and |
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320 how the actual landed blow is determined, |
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321 Scattershot resolves this as a /series/ of |
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322 die rolls between subject and actor.) |
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323 |
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324 When a character knows a martial art that |
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325 includes any of these Involved |
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326 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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327 sequences of actions and they have an |
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328 opportunity to act, they may use one /as |
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329 though it were a single action/. In many |
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330 cases, the literal sequence will be |
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331 described by a loose 'script' that can be |
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332 customized 'on the fly' during play. |
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333 These sequences can be followed to their |
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334 end, provided every component is fended |
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335 off or the whole sequence is not |
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336 interrupted (specific mechanics of |
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337 interruption apply).[/list:u]How Do I |
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338 Defend Myself? |
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339 |
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340 In Scattershot, whenever someone |
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341 makes a melee action against your |
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342 character, the have 'engaged' them. |
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343 When your character is thus |
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344 engaged, you may Forfeit one of |
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345 their upcoming actions (if they have |
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346 any left this Round) and perform a |
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347 Reactive or defensive action with |
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348 its MIB roll. (And performing such |
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349 a Forfeited action can be a lead in |
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350 to a flurry of actions, /by the |
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351 defender/, so be careful who you |
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352 engage, you might regret it.) After |
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353 you have Forfeited both of your |
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354 character's actions, they may |
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355 perform nothing but 'free actions' |
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356 until the end of their next |
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357 turn.[/list:u]What was that about |
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358 Advantage? |
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359 |
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360 During a melee, many things |
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361 happen, too many to easily |
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362 catalog as mechanics. In |
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363 order to reflect the many, |
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364 varied ways that combatants |
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365 can shift the tide of battle, |
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366 we created the Combat |
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367 Advantage mechanic. Basically |
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368 speaking, it is any action |
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369 that would result in a |
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370 Residual penalty |
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371 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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372 against the opponent that your |
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373 character holds the Advantage |
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374 over. Scattershot's |
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375 techniques discuss what can be |
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376 or should not be worthy of |
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377 creating this Residual penalty |
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378 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>; |
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379 what kinds of actions will |
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380 create Advantage, what sorts |
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381 will support an Advantage, and |
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382 what one can do to erode |
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383 another's Advantage over you. |
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384 (I'm not going into the |
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385 specifics here unless requested.) |
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386 |
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387 This mechanic of Combat |
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388 Advantage is what replaces |
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389 most other games' rules for |
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390 initiative and complex |
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391 turn-order rules (which, as |
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392 far as I can tell, only result |
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393 in some kind of advantage |
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394 anyway).[/list:u]What if I Miss? |
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395 |
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396 In many cases during |
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397 Specific play |
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398 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
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399 a roll might Miss-It-By |
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400 just a point or two. |
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401 After the MIB number is |
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402 calculated, the |
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403 character's player may |
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404 opt to 'Buy a Success' |
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405 by changing one of the |
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406 parameters of the |
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407 attempt /after the |
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408 fact/. Let's say an |
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409 auto mechanic |
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410 Missed-It-By 1 (often |
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411 just MIB -1), his player |
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412 can turn this failure |
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413 into a success by |
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414 changing the amount of |
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415 time it took, or by |
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416 requiring more parts and |
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417 thus cost (or both if |
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418 they Missed-It-By 2). A |
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419 'bought' success is |
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420 never higher than 'just |
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421 making it.' In |
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422 Mechanical play |
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423 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>, |
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424 like melee, if a player |
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425 needs to 'Buy a Success' |
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426 they can do things like |
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427 give ground, yield |
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428 Combat Advantage, dive |
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429 for cover, or something |
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430 more descriptive like |
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431 going down on one knee |
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432 as long as the group |
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433 seems receptive to the |
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434 complication it creates. |
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435 |
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436 If you can 'Buy a |
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437 Success,' why not be |
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438 able to 'Sell a |
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439 Success?' The mechanic |
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440 for when you 'Sell a |
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441 Success' is called the |
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442 /±5 mechanic/. To take |
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443 longer, you find the |
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444 duration on the UE Chart |
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445 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> |
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446 and then count up or |
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447 down 5 points. This way |
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448 you can /add or |
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449 subtract/ to the amount |
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450 affected; 'extra' points |
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451 of success can also be |
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452 'spent' on Residual |
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453 modifiers. You can |
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454 likewise 'buy' a point |
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455 of Combat Advantage |
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456 (which is of course just |
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457 another form of Residual |
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458 modifier |
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459 anyway).[/list:u]Critical |
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460 Junctures |
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461 |
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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 |
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2266 player will run out of the resources necessary to 'put off' losing. |
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2267 (You can only overdraw your 'adharmic bank account' so much before it |
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2268 'comes back to haunt you.') |
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2269 |
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2270 Quote from: RobMuadib |
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2271 I am going to agree to disagree with you, well done initiative systems, |
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2272 provide a nice modeling of factors resulting in very tense involved |
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2273 Gameist gameplay. |
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2274 |
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2275 Where moving into the open at the wrong time, or being caught |
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2276 flat-footed out of cover has obvious and crushing results. And catching |
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2277 some poor bastard looking around being incautious with a short burst, as |
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2278 you wait in a Kneeling firing stance around solid cover, is SO satisfying! |
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2279 |
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2280 You seem a little confused my friend. Scattershot is not without a |
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2281 initiative system. It has a pretty sophisticated one actually. What it |
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2282 lacks is a randomized 'who strikes first' system. It also does not take |
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2283 away 'first strike' from those who have the initiative due to the |
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2284 direction of the narrative. |
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2285 |
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2286 As far as I am concerned, systems that games have called 'initiative |
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2287 systems' are actually some attempt to collapse the detail of who gets |
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2288 the upper hand in a battle into obscure, wargame-like number-based |
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2289 mechanics. Instead of awarding 'first strike' as the only means of |
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2290 modelling the upper hand, we have the Combat Advantage system. It's |
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2291 another of my 'favorite bits' in Scattershot. Now that I have the 'just |
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2292 the mechanix' up; why don't you read it and tell me what you think? |
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2293 |
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2294 Your example would never work in a 'who goes first' mechanic (well it |
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2295 might, but only because the players 'turn it back into story' after the |
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2296 fact). |
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2297 |
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2298 Quote from: RobMuadib |
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2299 Oh, I am reminded of something in Contracycle's post regarding your |
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2300 terminology. Invoked is probably overly-obfuscated. In terms of previous |
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2301 design, Acting/Opposing or Action/Reaction might be a clearer term. |
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2302 Invoked is not as intuitive and heavier on the formal side in your |
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2303 Formal Language. |
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2304 |
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2305 And 'Acting/Opposing' intuitively means anything? I guess Invoked has |
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2306 been hard for even /our/ people to swallow, but I am still open to any |
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2307 word that a person, unencumbered by our years of gaming experience would |
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2308 think means an 'you use it' ability (as opposed to an 'it gets used up' |
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2309 or a 'how big?' rating), that won't be confused with our word for an 'it |
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2310 happens right away' ability (as opposed to an 'it takes a little work' |
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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 |
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2313 on' ability), so they can all be used together. MEGS-style terminology |
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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!/ |
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2317 |
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2318 Quote from: RobMuadib |
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2319 Quote from: Le Joueur |
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2320 ³ I need a new word for this one. [referring to 'Check'] |
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2321 |
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2322 Hmm, instead of contested Check, how about simply calling it a |
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2323 Challenge, (Since it is effectively the default way your resolve |
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2324 actions), and call the limited case of static uses a Simple Challenge. |
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2325 |
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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 |
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2331 used directly to determine your RMIB, ... etc. |
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2332 |
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2333 Whoa! Wrong way. You're thinking noun, I'm thinking verb 'as in Check |
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2334 your Rating.' We considered Test and Try, but they just don't have |
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2335 'that feeling.' Got any good verbs? |
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2336 |
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2337 (Roll the 70s music...VERB! That's what's happening! - Ah, I miss |
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2338 grammar rock....) |
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2339 |
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2340 Fang Langford |
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2341 Logged |
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2342 |
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2343 ------------------------------------------------------------------------ |
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2344 Fang Langford is formerly the creator of the Scattershot Role-Playing |
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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 |
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2348 <mailto:ripjack@mad.scientist.com> |
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2349 |
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2350 *Pages:* [*1*] Print |
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