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26 *198792* Posts in *18708* Topics by *5988* Members Latest Member: * - |
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27 kuljek |
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28 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=6115>* Most |
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29 online today: *113* - most online ever: *271* (February 22, 2006, |
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30 03:03:12 PM) |
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32 + *The Forge <http://www.indie-rpgs.com/forum/index.php>* |
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34 | |-+ *Scattershot <http://www.indie-rpgs.com/forum/index.php?board=22.0>* |
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35 | | |-+ *About what Scattershot's about (GNS yipyap included) |
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36 <http://www.indie-rpgs.com/forum/index.php?topic=1265.0>* « previous |
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38 next » |
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41 *Pages:* [*1*] Print |
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42 <http://www.indie-rpgs.com/forum/index.php?action=printpage;topic=1265.0> |
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43 |
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44 Author Topic: About what Scattershot's about (GNS yipyap included) |
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45 (Read 1308 times) |
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46 |
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47 *Ron Edwards |
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48 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
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49 Global Moderator |
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50 Member |
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51 * |
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52 Posts: 12610 |
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53 |
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54 |
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55 View Profile |
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56 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
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57 <http://www.sorcerer-rpg.com> |
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58 |
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59 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11888#msg11888> |
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60 *About what Scattershot's about (GNS yipyap included) |
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61 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11888#msg11888>* |
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62 « * on:* January 21, 2002, 09:58:55 AM » |
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63 |
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64 |
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65 ------------------------------------------------------------------------ |
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66 Hey there, |
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67 |
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68 I'm starting a few separate threads about Fang's game Scattershot. All |
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69 of them are based on the content of these threads (at the date of this |
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70 post) and some private messaging: |
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71 http://www.indie-rpgs.com/forum/viewtopic.php?t=1073 <"<a>">I: Core concept |
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72 http://www.indie-rpgs.com/forum/viewtopic.php?t=1087 <"<a>">II: Whence |
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73 go the mechanics |
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74 http://www.indie-rpgs.com/forum/viewtopic.php?t=1080 <"<a>">III: |
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75 Difference between players and GM |
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76 http://www.indie-rpgs.com/forum/viewtopic.php?t=1096 <"<a>">IV: Sorting |
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77 out the nuts and bolts |
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78 And http://www.indie-rpgs.com/forum/viewtopic.php?t=1122 <"<a>">V: |
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79 Actual mechanics |
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80 |
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81 This thread is about the initial Premise of the game, and you know what? |
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82 It has one. A really interesting one. You see, Scattershot is about |
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83 Exploring Situation and System in depth, and that means it "begins" or |
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84 "looks" like a Simulationist type o'thing. But the actual plan - which I |
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85 like to think of Uncle Fang's Lurking Desire - is to provide tools for |
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86 "transition" to Narrativist play /insofar as anyone wants to/. The |
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87 Narrativist-type Premise arises, therefore, from various passions or |
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88 concerns incited by various instances during play. Once that happens, |
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89 the mechanics enhance these elements' ability to become major engines of |
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90 events during play, as determined by the players. |
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91 |
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92 I use Fang's term Transition here because it makes a lot of sense - a |
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93 form of Drift which is facilitated, consistent, and accessible merely |
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94 through application of the rules in particular ways, as opposed merely |
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95 to tweaking, revising, ignoring, or overriding existing rules (which |
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96 Drift generally does). |
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97 |
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98 Now that means that at first glance, Scattershot has plenty of |
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99 traditional-gaming trappings that - for some of us - have an alarm-bell |
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100 quality. You buy a bunch of skills with points, said skills being rated |
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101 according to how easy they are to learn and hence costing more. There |
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102 are six attributes starting with "Strength." There is a big chart called |
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103 UE that cross-references abilities' values with extent, magnitude, |
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104 duration, and all that sort of thing (very like DC Heroes at first glance). |
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105 |
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106 My point is that these alarm bells are false. Fang has written the |
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107 material to be accessible specifically to the old-school gamer, in a |
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108 deliberate 70s-gaming kind of structure. But that structure is much like |
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109 a swaybacked horse with a sleepy expression, which grunts a little when |
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110 you pat it on the nose. Little do you suspect what it will do when you |
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111 mount up ? |
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112 |
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113 The context for play is intended to be customizable to various degrees |
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114 (1) of depth of rules-use and (2) of rules-use per unit time. Cool. |
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115 Let's settle at whatever one we want and take a look at "medium" |
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116 Scattershot, what most of us want to know about based on my readings and |
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117 interactions at the Forge. |
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118 |
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119 Basically, you're looking at a character with six attributes: Strength, |
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120 Agility, Hit Points, Reaction, Observation, and Power. (Yes, /I know/ it |
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121 looks like 1980! Chill out! Uncle Fang is merely disguising his Lurking |
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122 Desire very well.) You buy a bunch of abilities at various ratings with |
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123 a starting bank of points. "Abilities" cover all sorts of things, like |
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124 skills strictly speaking, magic stuff, etc. |
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125 |
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126 Ya do things with your abilities. You roll 2d10; get under the rating, |
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127 you did it; equal it, you barely did it; over it, you fail. The |
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128 difference is called the MIB and is taken to the UE. The UE allows you |
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129 to modify the difference (called MIB) between your roll and the rating |
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130 with the "magnitude" column of the UE for a related characteristic - ie, |
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131 you hit a guy with your Punch ability, but the effect (on the table) is |
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132 modified because your Strength rating gives a nice multiple. Again, all |
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133 very early 80s-Sim, Mayfair-feeling. |
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134 |
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135 [Fang, I know I'm skimming various details, especially the fact that |
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136 opposed rolls actually use the difference between attacker's and |
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137 defender's MIBs on the UE, and the Residual Modifiers thing. Bear with |
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138 me, I'm not trying to present Scattershot with every nuance but to show |
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139 the Transition in action, and only presenting stuff that lets this point |
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140 be made.] |
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141 |
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142 Ha ha! You're in for it now! Check out the following: |
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143 |
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144 1) The group has set a "Hard limit" for certain MIB's, either successful |
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145 or unsuccessful. It might be 1 or 7 or 10 or whatever. If a rolled MIB |
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146 (remember, diff between your roll and your rating) exceeds the hard |
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147 limit, /the player of the recipient of the effect/ now states why this |
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148 single event is a life-changing, significant, later-to-be-acted-upon |
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149 element of the character's life. This is a big deal, eh? Think "Kicker." |
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150 (Oh, and it's optional if the MIB is under the hard limit; the hard |
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151 limit means you /have/ to do it. Uncle Fang cannot help himself and |
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152 releases a sinister belly-laugh.) |
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153 |
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154 2) If you're only a couple MIB shy of succeeding, feel free to adust any |
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155 UE feature to /make/ your roll successful, ie, "it takes longer" or |
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156 anything similar. You can also do the reverse, using excessive |
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157 successful MIB to adjust the degree or magnitude of the effect for the |
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158 better. This is player-driven and highly customizable. (Did I mention |
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159 metagame?) |
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160 |
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161 3) Experience dice are being handed out left and right all the time |
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162 during play. You spend these dice by adding them to any roll you feel |
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163 like, either before or after the basic 2d10 roll. (Metagame and player |
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164 power are not only present in Scattershot; after an initial "closeted" |
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165 phase, they are buck naked and dancing ecstatically down the street.) |
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166 [These dice may also be spent to improve one's character, with a mildly |
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167 randomized mechanic.] |
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168 |
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169 To sum up, I dub Scattershot the first Transitional Game Design that I |
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170 have seen. It presents a solid/realistic (in the specific-to-setting |
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171 sense) Simulationist framework for establishing what's up, what you're |
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172 looking at, and who's who - but also provides a tremendous number of |
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173 techniques to permit metagame, Author stance, and player-power-sharing |
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174 techniques during play, many of which may facilitate a Narrativist |
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175 application. The primary technique is Fortune-in-the-Middle, which all |
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176 three of the numbered items above not only make possible, but loom up |
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177 like ? well, I'm out of metaphors. They loom up big. |
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178 |
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179 My question is how Gamism is or would be a direction of Transition, or |
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180 whether that's even a design goal. If not, no big deal. If so, though, |
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181 I'm not sure how it (ie mechanics to facilitate it) gets into there. |
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182 Insight about that would be appreciated. The thread that looked like it |
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183 might discuss that, based on its title, ended up being about something |
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184 else, unless I misunderstood it. |
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185 |
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186 I still have plenty of questions, especially about certain mechanics and |
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187 especially about how IIEC is handled during/post rolling in a conflict |
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188 situation. But those are for other threads, soon to come. This one's the |
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189 goals/GNS thing, and I am willing to be corrected by Fang regarding my |
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190 impressions, or to see what others have made of them and the game itself. |
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191 |
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192 Best, |
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193 Ron |
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194 Logged |
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195 |
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196 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
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197 Member |
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198 |
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199 Posts: 1363 |
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200 |
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201 |
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202 View Profile |
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203 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW |
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204 <http://www.scattershotgames.com> |
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205 |
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206 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11922#msg11922> |
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207 *[Scattershot] About what it's about (GNS yipyap included) |
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208 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11922#msg11922>* |
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209 « *Reply #1 on:* January 21, 2002, 10:35:39 PM » |
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210 |
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211 |
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212 ------------------------------------------------------------------------ |
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213 Quote from: Ron Edwards |
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214 This thread is about the initial Premise of the game, and you know what? |
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215 It has one. A really interesting one. You see, Scattershot is about |
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216 Exploring Situation and System in depth, and that means it "begins" or |
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217 "looks" like a Simulationist type o'thing. But the actual plan - which I |
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218 like to think of Uncle Fang's Lurking Desire - is to provide tools for |
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219 "transition" to Narrativist play /insofar as anyone wants to/. The |
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220 Narrativist-type Premise arises, therefore, from various passions or |
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221 concerns incited by various instances during play. Once that happens, |
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222 the mechanics enhance these elements' ability to become major engines of |
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223 events during play, as determined by the players. |
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224 |
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225 I use Fang's term Transition here because it makes a lot of sense - a |
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226 form of Drift which is facilitated, consistent, and accessible merely |
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227 through application of the rules in particular ways, as opposed merely |
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228 to tweaking, revising, ignoring, or overriding existing rules (which |
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229 Drift generally does). |
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230 |
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231 Now that means that at first glance, Scattershot has plenty of |
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232 traditional-gaming trappings that - for some of us - have an alarm-bell |
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233 quality. |
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234 |
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235 You know, that was one of the things that scared me the most about |
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236 posting it here (if you needed to understand my reticence). |
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237 |
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238 And it's no surprise that you see the premise is of exploring System and |
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239 Situation, this is after all just the mechanics. If I understand your |
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240 use of the terms, I have a whole 'nother book of additional rules (the |
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241 larger one at that), I call 'em techniques, that deal with attention to |
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242 Color, Character, and Setting. Color and Setting are dependant upon the |
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243 genre-reliant materials this Generalist mechanic gets published with (we |
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244 are preparing 12 sets so far). Attention to Character is one of the |
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245 major pieces of the techniques section (and I must apologize for the |
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246 fact that I am still pulling this information together and don't even |
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247 have a rough draft /outline/ yet). |
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248 |
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249 I separate them into techniques and mechanics because of some of the |
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250 priorities of Transitionism. (Many of those 'old school gamers' recoil |
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251 in horror from /mechanics/ for Narrativism, but strangely when they are |
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252 called 'techniques,' think that they're just quirky advice.) |
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253 |
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254 Quote from: Ron Edwards |
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255 My point is that these alarm bells are false. Fang has written the |
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256 material to be accessible specifically to the old-school gamer, in a |
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257 deliberate 70s-gaming kind of structure. But that structure is much like |
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258 a swaybacked horse with a sleepy expression, which grunts a little when |
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259 you pat it on the nose. Little do you suspect what it will do when you |
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260 mount up.... |
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261 |
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262 [Editted for brevity.] |
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263 |
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264 To sum up, I dub Scattershot the first Transitional Game Design that I |
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265 have seen. It presents a solid/realistic (in the specific-to-setting |
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266 sense) Simulationist framework for establishing what's up, what you're |
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267 looking at, and who's who - but also provides a tremendous number of |
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268 techniques to permit metagame, Author stance, and player-power-sharing |
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269 techniques during play, many of which may facilitate a Narrativist |
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270 application. The primary technique is Fortune-in-the-Middle, which all |
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271 three of the numbered items above not only make possible, but loom up |
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272 like ? well, I'm out of metaphors. They loom up big. |
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273 |
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274 My question is how Gamism is or would be a direction of Transition, or |
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275 whether that's even a design goal. If not, no big deal. If so, though, |
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276 I'm not sure how it (ie mechanics to facilitate it) gets into there. |
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277 Insight about that would be appreciated. The thread that looked like it |
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278 might discuss that, based on its title, ended up being about something |
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279 else, unless I misunderstood it. |
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280 |
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281 Gamism /is/ one of the Transitional design goals (whether I serve it |
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282 well or not, is a good question). Some ways we do this, I have |
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283 described elsewhere. Raising the 'hard limit' on the MIB turns it into |
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284 not much more than a clever way to skip having elaborate 'critical |
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285 hit/fumble' tables (in keeping with the 80's disguise of the work). |
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286 Making Experience Dice rare turns them into another resource for the |
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287 savvy Gamist to sheperd facing the larger challenge presented. |
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288 |
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289 I do have a favor to ask. I am not sure how you define Gamism in the |
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290 time since you came to understand and like the mode. Can you give me |
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291 some idea what you would look for in a Gamist game; that I can better |
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292 respond to with how the mechanics of Scattershot (might) meet those needs. |
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293 |
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294 Quote from: Ron Edwards |
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295 I still have plenty of questions, especially about certain mechanics and |
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296 especially about how IIEC is handled during/post rolling in a conflict |
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297 situation. |
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298 |
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299 I /would/ like a chance to toss in a response prior to getting these |
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300 other threads started. |
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301 |
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302 In the sequence of resolution, Scattershot somewhat collapses the Intent |
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303 and Initiation into a single point. When a player indicates their |
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304 action for resolution, the action is considered begun. The reason I say |
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305 they are combined is because of how some actions indicated by a player |
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306 are result of a somewhat predetermined script of actions (the following |
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307 actions material). The easiest example would be the riposte, it follows |
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308 a parry thus the parry contains the Intent for the riposte. As I (in |
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309 possibly the best attempt ever) described a few minutes ago in another |
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310 thread, the 'Effects phase' (I know it doesn't precisely work like that, |
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311 but you get my drift) occurs when the dice roll and the chosen actions |
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312 of the interacting parties are combined. The reason I bring this up |
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313 here is because it talks some about one way that Scattershot approaches |
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314 Gamism. Our more Gamist playtesters occasionally turn this |
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315 'calculation' phase into a bidding war using the FitM mechanics |
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316 Scattershot has. |
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317 |
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318 As for directly connecting to IIEC, I think a lot of that varies |
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319 depending on whether you are using Scattershot in General, Specific, or |
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320 Mechanical play. In General play almost everything functions as |
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321 Conclusion (That is the term, isn't it?). In Specific play, it can |
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322 range all the way from Intent when the Speaker is depending heavily on |
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323 the resolution mechanic to generate /most/ of the detail, to Effect when |
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324 the mechanics are invoked by someone other than the Speaker, calling the |
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325 narrative direction into question (such as introducing complications). |
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326 As above, Mechanical play functions on some curious fusion of Intent |
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327 and Initiation. Does that clear anything up? |
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328 |
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329 Fang Langford |
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330 Logged |
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331 |
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332 ------------------------------------------------------------------------ |
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333 Fang Langford is formerly the creator of the Scattershot Role-Playing |
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334 Game System. This project has been permanently suspended. If you have |
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335 any questions regarding the implementation of it or anything else, he |
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336 can be reached at ripjack@mad.scientist.com |
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337 <mailto:ripjack@mad.scientist.com> |
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338 |
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339 *Ron Edwards |
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340 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
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341 Global Moderator |
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342 Member |
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343 * |
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344 Posts: 12610 |
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345 |
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346 |
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347 View Profile |
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348 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
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349 <http://www.sorcerer-rpg.com> |
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350 |
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351 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11941#msg11941> |
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352 *About what Scattershot's about (GNS yipyap included) |
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353 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11941#msg11941>* |
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354 « *Reply #2 on:* January 22, 2002, 07:40:14 AM » |
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355 |
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356 |
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357 ------------------------------------------------------------------------ |
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358 Hi Fang! |
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359 |
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360 Lots of topics to deal with here ? |
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361 |
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362 I definitely hear you about the Color, Situation, Character, and Setting |
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363 material coming later. The key to me is that at first glance, the setup |
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364 seems highly focused on Exploration of /something/, and given the other |
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365 material you mentioned, Exploration of /everything/. No criticism! As I |
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366 said, I appreciate the "reassurance" quality this has on the old-school. |
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367 |
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368 GAMISM AND SCATTERSHOT |
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369 My take on Gamism seems to raise some hackles, and I'd request that we |
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370 deal with it here as it stands: Fang is asking me what I think; this is |
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371 not a good venue to tell me I'm wrong (that would be the GNS forum). |
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372 |
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373 <Gamism babble ensues> |
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374 At this time, I look at Gamism as simply the enjoyment of competition in |
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375 an extremely broad sense. People can have different roles in that |
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376 competition, up to and including a referee-role (he does not compete |
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377 with the players, but his presence means the competition can happen in a |
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378 certain way). |
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379 |
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380 A lot of suffering seems to occur when people consider a published |
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381 scenario - how can you "compete" with it? That always puzzles me. Of |
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382 course you can, it seems, insofar as the game designers do exist as |
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383 humans, and it's fun to pit oneself (or one's team) against someone |
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384 who's posed a problem for you. Or even if one imagined some weird |
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385 scenario that was not written by humans, it's fun to see whether you can |
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386 do better than anyone else who's trying it. |
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387 |
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388 If anyone wants to call all this competitive stuff "struggle" or |
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389 "testing yourself" or whatnot, they may go right ahead. I think it's a |
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390 matter of sugar-coating, rather than useful rhetoric, but I'm willing to |
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391 give a little. Gareth's points about that in the GNS forum are extremely |
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392 well-taken; we don't /exactly/ agree, but I think his points must be |
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393 taken into account. |
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394 |
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395 I also have perceived a certain weird assumption that a Gamist would |
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396 automatically "hate to lose," or would necessarily be obsessed with |
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397 "balance," which doesn't match my observations of the /foundations/ of |
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398 that mode of play, much as it might apply for some individuals. |
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399 <Gamism babble is over> |
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400 |
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401 OK. So how does this apply to Scattershot? You have mentioned the |
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402 strategic use of experience-point spending or the role of the hard |
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403 limit, but to me, these seem more to me like techniques of play |
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404 (resource management e.g.) that apply nicely to the goal of Narrativism |
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405 as much as to Gamism, perhaps more so. Let's take a look at a |
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406 Scattershot player who has glommed onto these techniques and likes them |
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407 a lot. Basically, if he gets a "do better than Bob hair up his butt |
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408 (even if Bob is abstract)," rather than a "story hair up his butt," then |
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409 he's transitioned to Gamism. |
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410 |
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411 At my current understanding of the rules, though, which hair gets up his |
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412 butt is pretty much a matter of individual taste, and perhaps elements |
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413 of the Color, Situation, Setting, and so forth of the instance of play. |
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414 It seems to me that the hair is most likely the "story" one because of |
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415 the hard limit, especially - being required to make that event important |
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416 to the character's future decisions seems more of a moral-Premise |
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417 judgment-call than it does a strategic decision regarding advantage or |
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418 individual performance (in the sense of acing a test or winning a race). |
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419 |
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420 IIEC AND SCATTERSHOT |
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421 (Intent, Initiation, Execution, Completion) |
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422 I think you've laid out the issue pretty clearly for me now, across the |
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423 range of General, Specific, and Mechanical play. I do think it might be |
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424 interesting to see how the differences of IIEC application might |
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425 /change/ over time, if the group were minded to do so. Thus, if they |
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426 begin with a strong commitment to Mechanical play, is there any |
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427 provision for shifting later, without (much of) a hitch-and-clutch? If |
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428 so, then Scattershot is really achieving something. |
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429 |
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430 Best, |
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431 Ron |
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432 Logged |
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433 |
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434 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
|
435 Member |
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436 |
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437 Posts: 1363 |
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438 |
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439 |
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440 View Profile |
|
441 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW |
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442 <http://www.scattershotgames.com> |
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443 |
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444 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11993#msg11993> |
|
445 *About what Scattershot's about (GNS yipyap included) |
|
446 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11993#msg11993>* |
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447 « *Reply #3 on:* January 22, 2002, 10:06:31 PM » |
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448 |
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449 |
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450 ------------------------------------------------------------------------ |
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451 Quote from: Ron Edwards |
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452 GAMISM AND SCATTERSHOT |
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453 Quote from: Selected text on Gamism that Ron |
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454 My take on Gamism seems to raise some hackles, and I'd request that we |
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455 deal with it here as it stands: Fang is asking me what I think; |
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456 |
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457 I look at Gamism as simply the enjoyment of competition in an extremely |
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458 broad sense. |
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459 |
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460 If anyone wants to call all this competitive stuff "struggle" or |
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461 "testing yourself" or whatnot, they may go right ahead. |
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462 |
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463 OK. So how does this apply to Scattershot? You have mentioned the |
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464 strategic use of experience-point spending or the role of the hard |
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465 limit, but to me, these seem more to me like techniques of play |
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466 (resource management e.g.) |
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467 |
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468 In my studies of the medium, I have identified one major component |
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469 necessary for Gamism from a designer's perspective: structure. I hear |
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470 the ghost of its relevance whenever the 'yardstick' discussion comes up. |
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471 I also hear it when the discussion turns 'win/lose.' No matter what I |
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472 think of those topics, the both speak of structure and consistency. |
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473 |
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474 The converse would be playing Gamist in a situation where nothing can be |
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475 counted on, everything is in some state of flux. I haven't experienced |
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476 a happy Gamist who does not have some consistency or structure in what |
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477 they are playing /with/. As a designer, one kind of structure I can |
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478 provide is mechanical. I really appreciate what I learned by adapting |
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479 Scattershot to contain a collectible card game; all those long |
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480 discussions of game theory helped me make Scattershot's core mechanic as |
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481 strong a structure as I could have hoped to make it. |
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482 |
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483 The other kind of structure I see commonly used has to do with a |
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484 Gamist's exploration of Setting. As surely as there is mechanical |
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485 "competition" in the gladitorial arena, so too is there in the courtly |
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486 life of king's favor. One of the techniques I have already discussed |
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487 here on the Forge has to do with simplifying the moderation of a |
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488 background that has enough structure and consistency (as well as |
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489 verisimilitude, but that's for another type of players altogether); I |
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490 call it *Dynamic Status Quo |
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491 <http://www.indie-rpgs.com/forum/viewtopic.php?t=458&highlight=dynamic+status+quo>*. |
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492 |
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493 I see things like "resource management" being of value to Gamists |
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494 especially when in concert with some kind of structure. Under that |
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495 premise, the meticulous nature of Scattershot's mechanics should fall |
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496 clearly in that camp at least /mechanically/. |
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497 |
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498 Quote from: Ron Edwards |
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499 but to me, these seem more to me like techniques of play (resource |
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500 management e.g.) that apply nicely to the goal of Narrativism as much as |
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501 to Gamism, perhaps more so. Let's take a look at a Scattershot player |
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502 who has glommed onto these techniques and likes them a lot. Basically, |
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503 if he gets a "do better than Bob hair up his butt (even if Bob is |
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504 abstract)," rather than a "story hair up his butt," then he's |
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505 transitioned to Gamism. |
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506 |
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507 At my current understanding of the rules, though, which hair gets up his |
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508 butt is pretty much a matter of individual taste, and perhaps elements |
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509 of the Color, Situation, Setting, and so forth of the instance of play. |
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510 It seems to me that the hair is most likely the "story" one because of |
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511 the hard limit, especially - being required to make that event important |
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512 to the character's future decisions seems more of a moral-Premise |
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513 judgment-call than it does a strategic decision regarding advantage or |
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514 individual performance (in the sense of acing a test or winning a race). |
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515 |
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516 I might argue that you /do/ still have some bias towards Narrativism. |
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517 In playtest, /how/ the Critical Juncture mechanic gets specifically |
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518 used is almost a direct indicator of whether a player is Gamist, |
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519 Narrativist, or Simulationist. As you see it (and as I tend to express |
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520 it, did I mention my continuing problems communicating?), a Narrativist |
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521 will use the opportunity presented by exceeding the Critical Juncture to |
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522 advance their thematic statement of a games premise (am I using those |
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523 terms correctly?). |
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524 |
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525 A Gamist on the hand will take those opportunities to adopt additional |
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526 liabilities (when it goes against them) or strategic advantages (when it |
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527 goes for them). One thing I neglected to include was that the *MIB* |
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528 created when the Critical Juncture is exceeded, can be used (in a rare |
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529 post-randomizing indexing on the UE Chart) as the foundation of adding a |
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530 new disadvantage or problem. (In my favorite example, when Robin in The |
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531 Prince of Thieves first attacks the Sheriff, I call it a Telling Blow. |
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532 The Sheriff's player, gamemaster or no, chooses to take an |
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533 appearance-based disadvantage and play that off the character's vanity. |
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534 I'm not entirely sure it had any bearing on the Theme explored by the |
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535 film, but you can see how it created more 'challenge' for the Sheriff's |
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536 player.) |
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537 |
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538 A Simulationist becomes evident for their interest in how such a change |
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539 to their character bears on, and fits into, their explorations. They |
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540 seem to have an uncanny intuition for the Critical Juncture result |
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541 that's /right/. |
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542 |
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543 Quote from: Ron Edwards |
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544 IIEC AND SCATTERSHOT |
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545 (Intent, Initiation, Execution, Completion) |
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546 I think you've laid out the issue pretty clearly for me now, across the |
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547 range of General, Specific, and Mechanical play. I do think it might be |
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548 interesting to see how the differences of IIEC application might |
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549 /change/ over time, if the group were minded to do so. Thus, if they |
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550 begin with a strong commitment to Mechanical play, is there any |
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551 provision for shifting later, without (much of) a hitch-and-clutch? If |
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552 so, then Scattershot is really achieving something. |
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553 |
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554 Actually going 'up' from Mechanical play is about as hard as falling in |
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555 love. Once you stop going, "Okay, your two actions are done, now it's |
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556 his turn," and skip using dice in every resolution bound to a Rating, |
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557 you're at the 'bottom' of Specific play. As you let the Ratings be more |
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558 guidelines (as in "I've got a 14 that means I'm so good, I won't fail") |
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559 and eventually leave the dice behind (except when you use them to create |
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560 detail, often good to 'get the creative juices flowing'), you transcend |
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561 Specific and grow into General play. |
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562 |
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563 What's missing so far is that these are just /the mechanics/. There is |
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564 a whole morass of information I call 'techniques.' (You'd just call |
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565 them 'lots more rules.') Part of the difference, is the presentation. |
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566 I intend to present the techniques in a fashion that /seems/ geared |
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567 towards using them to determine what is good or bad /about any game/. |
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568 It was quite odd to me to have this in mind only to later discover that |
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569 the GNS was described as existing exactly for the same purpose. |
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570 |
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571 The sticky part is that my 'techniques' are secretly based on a couple |
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572 of the alternative Transitional goals. They will hopefully be presented |
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573 as 'if you liked how /this/ works, why not try /that/,' and 'if you |
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574 liked /that/ then /this also/ might be fun.' I want to create a series |
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575 of step-wise growth /tools/ expressly for facilitating Transition. This |
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576 has been my goal since before I met the Forge. |
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577 |
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578 Ultimately one thing became clear in playtest. It seems hard for |
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579 players to have "a strong commitment to Mechanical play." So far every |
|
580 test group seems intuitively at ease moving up and down this scale |
|
581 without hardly noticing it. (Well, excluding the collectible card game |
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582 'testers, they seem pretty rooted in Mechanical play.) |
|
583 |
|
584 Now, can you tell me if that answers your question on Gamism is |
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585 Scattershot? Am I still missing something? (Or is it just my usual |
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586 inability to express these ideas clearly on the first go?) |
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587 |
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588 Fang Langford |
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589 |
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590 (Who is actually quite curious what others think of a Transitional game |
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591 design.) |
|
592 Logged |
|
593 |
|
594 ------------------------------------------------------------------------ |
|
595 Fang Langford is formerly the creator of the Scattershot Role-Playing |
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596 Game System. This project has been permanently suspended. If you have |
|
597 any questions regarding the implementation of it or anything else, he |
|
598 can be reached at ripjack@mad.scientist.com |
|
599 <mailto:ripjack@mad.scientist.com> |
|
600 |
|
601 *Ron Edwards |
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602 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
|
603 Global Moderator |
|
604 Member |
|
605 * |
|
606 Posts: 12610 |
|
607 |
|
608 |
|
609 View Profile |
|
610 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
|
611 <http://www.sorcerer-rpg.com> |
|
612 |
|
613 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12013#msg12013> |
|
614 *About what Scattershot's about (GNS yipyap included) |
|
615 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12013#msg12013>* |
|
616 « *Reply #4 on:* January 23, 2002, 06:05:36 AM » |
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617 |
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618 |
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619 ------------------------------------------------------------------------ |
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620 Hi Fang, |
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621 |
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622 You've expressed yourself very clearly, and I think we're saying pretty |
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623 much the same things. Basically, Transition in Scattershot is driven by |
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624 preference, and that's a fine thing. |
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625 |
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626 It seemed to me that the "story-ish" payoff for bringing in the hard |
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627 limit was especially nice for a Narrativist player, but I also agree |
|
628 with you that a Gamist player can find meat in it too. That meat seems a |
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629 little less focused in terms of in-game events, but then again, Gamist |
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630 play in general is probably the most unapologetically metagame-ish in |
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631 its needs, and hence the payoff for those players/GMs will be in |
|
632 unabashed people-terms, with less need for in-game terms (That dovetails |
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633 with my previous comments about how good this mode of play is at finding |
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634 "the stakes"). |
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635 |
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636 I agree with you about Gamism requiring structure, although in many ways |
|
637 I think that requirement may be found all 'round the variety among and |
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638 within GNS modes (not in every possibility, but scattered all 'round). |
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639 |
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640 (Side note: I, for one, see no flaw/inconsistency or anything "wrong" |
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641 with your use of GNS jargon - your reference to any of it is clear, |
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642 fair, and makes sense.) |
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643 |
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644 Here's my concern now: different participants having different goals. To |
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645 pick the most obvious example, we might have Bob who seizes upon the |
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646 available techniques to "go Gamist" in a big way, up to and including |
|
647 open verbal enjoyment of success in those terms (over whom doesn't |
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648 matter: GM, fellow player, published scenario, etc). Then we also have |
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649 Sam, at the same table, who is equally invested in (at last) playing a |
|
650 fantasy game which through human efforts of actual play attains the |
|
651 personal weight and epic consequences of, say, The Lord of the Rings. |
|
652 |
|
653 The problem arises because people don't role-play in isolation but with |
|
654 one another. The goals/modes of GNS operate successfully when shared and |
|
655 abetted by more than one person. Hence, Bob might be irritated with Sam |
|
656 for not putting in tactical effort at one point or another; Sam might be |
|
657 irritated with Bob for not considering the moral/thematic outcomes of |
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658 Bob's character's actions. |
|
659 |
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660 To a very large extent, this is probably not solvable. I'm not |
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661 suggesting that Scattershot is under any obligation to amend it in any |
|
662 special way. However, it's clear that you've laid out the philosophical |
|
663 goals and design of Scattershot along with its mechanics (or rather, |
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664 that the final MS is going to be a combination of all these). Your post |
|
665 illustrates a good example, regarding the Transitional techniques. Will |
|
666 that sort of material, the (for lack of a better word) philosophical |
|
667 part, address the issue of Nar/Gam interpretation of the same mechanics |
|
668 at the same table? |
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669 |
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670 Best, |
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671 Ron |
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672 |
|
673 P.S. "Techniques" is a term I use a lot too, for the same reason you do |
|
674 - it seems to carry less emotional baggage for people than "rules" or |
|
675 even "guidelines." |
|
676 Logged |
|
677 |
|
678 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
|
679 Member |
|
680 |
|
681 Posts: 1363 |
|
682 |
|
683 |
|
684 View Profile |
|
685 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW |
|
686 <http://www.scattershotgames.com> |
|
687 |
|
688 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12035#msg12035> |
|
689 *About what Scattershot's about (GNS yipyap included) |
|
690 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12035#msg12035>* |
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691 « *Reply #5 on:* January 23, 2002, 09:21:05 AM » |
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692 |
|
693 |
|
694 ------------------------------------------------------------------------ |
|
695 Quote from: Ron Edwards |
|
696 I agree with you about Gamism requiring structure, although in many ways |
|
697 I think that requirement may be found all 'round the variety among and |
|
698 within GNS modes (not in every possibility, but scattered all 'round). |
|
699 |
|
700 /That's why we named it Scattershot!/ |
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701 |
|
702 Quote from: Ron Edwards |
|
703 Here's my concern now: different participants having different goals. To |
|
704 pick the most obvious example, we might have Bob who seizes upon the |
|
705 available techniques to "go Gamist" in a big way, up to and including |
|
706 open verbal enjoyment of success in those terms (over whom doesn't |
|
707 matter: GM, fellow player, published scenario, etc). Then we also have |
|
708 Sam, at the same table, who is equally invested in (at last) playing a |
|
709 fantasy game which through human efforts of actual play attains the |
|
710 personal weight and epic consequences of, say, The Lord of the Rings. |
|
711 |
|
712 The problem arises because people don't role-play in isolation but with |
|
713 one another. The goals/modes of GNS operate successfully when shared and |
|
714 abetted by more than one person. Hence, Bob might be irritated with Sam |
|
715 for not putting in tactical effort at one point or another; Sam might be |
|
716 irritated with Bob for not considering the moral/thematic outcomes of |
|
717 Bob's character's actions. |
|
718 |
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719 To a very large extent, this is probably not solvable. |
|
720 |
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721 Aye, therein lies the rub. We don't know if we can reach that plateau |
|
722 either. So far, what we have is more based on explaining it so that Sam |
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723 knows what Bob is up to and that Bob likes it, and vice versa, and then |
|
724 suggesting that everyone just 'try to get along' or find a new group. |
|
725 |
|
726 I'm pretty sure that if either player are the sort to make an issue out |
|
727 of this kind of thing, /there is nothing a designer can do about it./ |
|
728 |
|
729 Quote from: Ron Edwards |
|
730 I'm not suggesting that Scattershot is under any obligation to amend it |
|
731 in any special way. However, it's clear that you've laid out the |
|
732 philosophical goals and design of Scattershot along with its mechanics |
|
733 (or rather, that the final MS is going to be a combination of all |
|
734 these). Your post illustrates a good example, regarding the Transitional |
|
735 techniques. Will that sort of material, the (for lack of a better word) |
|
736 philosophical part, address the issue of Nar/Gam interpretation of the |
|
737 same mechanics at the same table? |
|
738 |
|
739 Definitely. That's where I'm going with the whole *Get Emotional! |
|
740 <http://www.indie-rpgs.com/forum/viewtopic.php?t=457&highlight=emotional>* |
|
741 nomenclature. I am trying to make differing goals in gaming more |
|
742 explicit in lay terms. I am also trying to make high emotions in player |
|
743 to player conflict in pursuing those goals into the 'dark side.' By |
|
744 this I mean to suggest that a 'live and let live' approach to Sam and |
|
745 Bob facing off. If they both understand that their approaches are |
|
746 different and are willing to forgive the friction caused, instead of |
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747 reacting emotionally, then they might be able to still play together. |
|
748 |
|
749 At least that's the theory. /This/ is one thing I have yet to put into |
|
750 playtest. Any advice? Anyone? |
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751 |
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752 Fang Langford |
|
753 Logged |
|
754 |
|
755 ------------------------------------------------------------------------ |
|
756 Fang Langford is formerly the creator of the Scattershot Role-Playing |
|
757 Game System. This project has been permanently suspended. If you have |
|
758 any questions regarding the implementation of it or anything else, he |
|
759 can be reached at ripjack@mad.scientist.com |
|
760 <mailto:ripjack@mad.scientist.com> |
|
761 |
|
762 *Paul Czege <http://www.indie-rpgs.com/forum/index.php?action=profile;u=4>* |
|
763 Acts of Evil Playtesters |
|
764 Member |
|
765 * |
|
766 Posts: 1845 |
|
767 |
|
768 |
|
769 View Profile |
|
770 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=4> WWW |
|
771 <http://www.halfmeme.com> |
|
772 |
|
773 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12191#msg12191> |
|
774 *About what Scattershot's about (GNS yipyap included) |
|
775 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12191#msg12191>* |
|
776 « *Reply #6 on:* January 24, 2002, 03:32:18 PM » |
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777 |
|
778 |
|
779 ------------------------------------------------------------------------ |
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780 Hey Fang, Ron, |
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781 |
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782 To sum up, I dub Scattershot the first Transitional Game Design that I |
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783 have seen. |
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784 |
|
785 The discussion of Scattershot as a transitional game design has yet to |
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786 draw the interest of Forgers besides the two of you. And I can't help |
|
787 but wonder if it's because people don't really know why they need one. |
|
788 |
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789 If I'm an activist liberal, I don't really want a centrist candidate. |
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790 I'll vote for one because my ideal candidate doesn't stand a chance of |
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791 getting elected, and because the centrist is better by far than the |
|
792 conservative. But I'm not forced into the same situation with RPG's. I |
|
793 can buy a game that suits my GNS bias and play it with like-minded players. |
|
794 |
|
795 What am I missing? Who's the target customer of a transitional game design? |
|
796 |
|
797 Paul |
|
798 Logged |
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799 |
|
800 ------------------------------------------------------------------------ |
|
801 Game weary? Play My Life with Master <http://www.halfmeme.com> and get |
|
802 your hunch back. |
|
803 |
|
804 *joshua neff |
|
805 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=28>* |
|
806 Member |
|
807 |
|
808 Posts: 844 |
|
809 |
|
810 |
|
811 View Profile |
|
812 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=28> WWW |
|
813 <http://www.goblin-cartoons.com> |
|
814 |
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815 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12194#msg12194> |
|
816 *About what Scattershot's about (GNS yipyap included) |
|
817 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12194#msg12194>* |
|
818 « *Reply #7 on:* January 24, 2002, 03:41:22 PM » |
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819 |
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820 |
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821 ------------------------------------------------------------------------ |
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822 Paul-- |
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823 |
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824 Maybe more centrist gamers? I mean, you & I are pervy narrativists, but |
|
825 there are those out there who groove on simulationism AND narrativism, & |
|
826 I could see /Scattershot/ appealing to them. (Hell, I could see it |
|
827 appealing to "reg'lar ol' gamers" who see the outer "traditional" |
|
828 trappings & dig that kind of thing.) |
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829 |
|
830 I'd be interested to hear from Mike "lemme do the math for you" Holmes |
|
831 about what he thinks of Scattershot. |
|
832 Logged |
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833 |
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834 ------------------------------------------------------------------------ |
|
835 --josh |
|
836 |
|
837 "You can't ignore a rain of toads!"--Mike Holmes |
|
838 |
|
839 *Mike Holmes |
|
840 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=42>* |
|
841 Acts of Evil Playtesters |
|
842 Member |
|
843 * |
|
844 Posts: 9963 |
|
845 |
|
846 |
|
847 View Profile |
|
848 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=42> |
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849 |
|
850 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12223#msg12223> |
|
851 *About what Scattershot's about (GNS yipyap included) |
|
852 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12223#msg12223>* |
|
853 « *Reply #8 on:* January 25, 2002, 06:04:46 AM » |
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854 |
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855 |
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856 ------------------------------------------------------------------------ |
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857 What Josh said. Aren't those people looking for El Dorado (defined as a |
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858 simultaneously Sim and Narr game) going to be interested in such? As |
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859 I've stated before, I'm not one of those "pervy" Narrativists. Actually, |
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860 I like all three of the GNS decision making processes, and can enjoy any |
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861 game that is not incoherent. I'm a gaming Centrist (political one, too, |
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862 FWIW). The only impediment to my enjoying the potential |
|
863 Transitionability (to coin a term) of Scattershot would be any |
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864 incoherence that it introduced. |
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865 |
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866 While we're at it, I suppose that I should breach that topic. Why should |
|
867 we believe that Scatttershot is any less incoherent (sorry for the |
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868 double negative) than any other game that previously failed to focus on |
|
869 a single GNS mode? Actually, I have much less problem with the whole N/S |
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870 shift (which does include mechanics to accomplish) than the inclusion of G. |
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871 |
|
872 The argument seems to be, well, the player can use the results either |
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873 way, and we'll tell all the players to accept other players conflicting |
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874 styles. Isn't this just suggesting drift? Also, this seems like a law |
|
875 that suggests that you not kill people but includes no punishment for |
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876 doing so. My understanding of System Matters is that mere admonishions |
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877 to play a particular way that are not supported by the mechanics are |
|
878 nice, but having actual mechanics that reinforce those admonishions are |
|
879 better. This is the main complaint about V:tM, right? That it says to |
|
880 play in one way but provides no support mechanically for that mode of |
|
881 play. Right? |
|
882 |
|
883 So, why does Scattershot get a pass here? Note that I'm really just |
|
884 playing Devil's advocate here. |
|
885 |
|
886 Mike |
|
887 Logged |
|
888 |
|
889 ------------------------------------------------------------------------ |
|
890 Member of Indie Netgaming <http://groups.yahoo.com/group/indie-netgaming/> |
|
891 -Get your indie game fix online. |
|
892 |
|
893 *Ron Edwards |
|
894 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
|
895 Global Moderator |
|
896 Member |
|
897 * |
|
898 Posts: 12610 |
|
899 |
|
900 |
|
901 View Profile |
|
902 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
|
903 <http://www.sorcerer-rpg.com> |
|
904 |
|
905 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12262#msg12262> |
|
906 *About what Scattershot's about (GNS yipyap included) |
|
907 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12262#msg12262>* |
|
908 « *Reply #9 on:* January 25, 2002, 11:01:10 AM » |
|
909 |
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910 |
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911 ------------------------------------------------------------------------ |
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912 Fang, |
|
913 |
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914 I've been thinking about this Transition stuff. A few related points all |
|
915 contributed to my conclusion, so I'll do points-first and Point last. |
|
916 |
|
917 1) Both Gamism and Narrativism are distinguished by the overt priorities |
|
918 of the real person in play, in that the priority /is/ overt (if not |
|
919 verbalized). Hence most mechanics involving "player intrusion," to use a |
|
920 somewhat outmoded or Sim-oriented term, may serve either Gamist or |
|
921 Narrativist purposes, of particular sorts for each depending on the |
|
922 mechanic in question. |
|
923 |
|
924 2) Much experience has taught me that players committed to either mode |
|
925 do not hesitate for an instant to insert or interpret their "agenda" |
|
926 into role-playing through whatever window of opportunity presents |
|
927 itself, either in mechanics or via social pressure or whatever. |
|
928 |
|
929 3) Narrativist agenda is simple: address Premise, via |
|
930 character-confronts-ethical-conflict. Gamist agenda is similarly simple: |
|
931 strategize, perform, prevail, via character-conflicts-logistic-conflict. |
|
932 They are, however, very different from one another and tend not to get |
|
933 along too easily in the same game, except in fairly specialized |
|
934 combinations. |
|
935 |
|
936 4) If merely provided with player-empowering mechanics that are |
|
937 either-or-whatever (as referred to in #1 above), the choice of agenda, |
|
938 per player or group, is essentially catch-as-catch-can. Clearly |
|
939 Transition may occur in playing Scattershot as currently written, e.g. |
|
940 Narrativism from the hard limit perhaps, or Gamism from the |
|
941 currency-management perhaps (these are just examples out of many |
|
942 possible). The rather ? scattered potential for the Transition, though, |
|
943 may be troublesome. Note: /may/ be. |
|
944 |
|
945 Now for my big point. These two agendas (perhaps at the level of their |
|
946 multifarious and not-necessarily-compatible subsets) may be further |
|
947 specified by various mechanics (rules, guidelines, techniques, |
|
948 whatever). These "specification" variables fall into very, very distinct |
|
949 forms, because of the clarity of the agendas in question. |
|
950 |
|
951 STAKES AND ACHIEVEMENT are the keys to Gamism in general. The thing to |
|
952 avoid, I think, is "effectiveness is the means to achievement and |
|
953 achievement is the route to more effectiveness," which creates a |
|
954 recursive, spin-the-wheels effect that only appeals to a minority of |
|
955 people who might enjoy Gamism in role-playing. (I, for example, enjoy |
|
956 Gamist play when the stakes/achievement are rewarded by |
|
957 bloody-well-winning, /not/ merely by being able to play again, only better.) |
|
958 |
|
959 ETHICAL/BEHAVIOR CRUNCH is the key to Narrativism in general. The thing |
|
960 to avoid here, I think, is de-protagonizing events and habits of play, |
|
961 as discussed in various places 'round the Forge. |
|
962 |
|
963 I suggest that some "evolutionary context" for each of these might be |
|
964 made available for Scattershot, as a "as we go along" |
|
965 game-group-developing mechanic. In other words, as you continue to play, |
|
966 /the rules change or focus/ as folks see fit, in a reasonably comfy, not |
|
967 patch-it way. So all the rules they've been using get honed or tweaked |
|
968 or shaped, in such a way that either ethical/behavior crunch or stakes & |
|
969 achievement are emphasized as the point of play. |
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970 |
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971 How to do that? Damn good question. Scattershot offers us an arena to |
|
972 address it. |
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973 |
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974 Best, |
|
975 Ron |
|
976 Logged |
|
977 |
|
978 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
|
979 Member |
|
980 |
|
981 Posts: 1363 |
|
982 |
|
983 |
|
984 View Profile |
|
985 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW |
|
986 <http://www.scattershotgames.com> |
|
987 |
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988 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12268#msg12268> |
|
989 *Who's it for? |
|
990 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12268#msg12268>* |
|
991 « *Reply #10 on:* January 25, 2002, 11:28:59 AM » |
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992 |
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993 |
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994 ------------------------------------------------------------------------ |
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995 Paul asks an excellent question. |
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996 |
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997 Quote from: Paul Czege |
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998 To sum up, I dub Scattershot the first Transitional Game Design that I |
|
999 have seen. -- Ron Edwards |
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1000 |
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1001 The discussion of Scattershot as a transitional game design has yet to |
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1002 draw the interest of Forgers besides the two of you. And I can't help |
|
1003 but wonder if it's because people don't really know why they need one. |
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1004 |
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1005 What am I missing? Who's the target customer of a Transitional game design? |
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1006 |
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1007 |
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1008 I can't really say about Transitional designs in general, there are so |
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1009 few to know what they are yet, but I can talk about Scattershot; so does |
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1010 Joshua: |
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1011 |
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1012 Quote from: joshua neff |
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1013 Paul-- |
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1014 |
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1015 Maybe more centrist gamers? I mean, you & I are pervy narrativists, but |
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1016 there are those out there who groove on simulationism AND narrativism, & |
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1017 I could see /Scattershot/ appealing to them. (Hell, I could see it |
|
1018 appealing to "reg'lar ol' gamers" who see the outer "traditional" |
|
1019 trappings & dig that kind of thing.) |
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1020 |
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1021 Actually the theory goes something like this. There are a lot of |
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1022 Simulationists-by-habit out there. Heck, there's a lot of |
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1023 Anything-ists-by habit out there. Why? I think because of a lack of |
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1024 exposure. |
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1025 |
|
1026 So this segment of the intended audience can pick up Scattershot (not |
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1027 realizing it is a Transitional game, if I am doing it right), play it |
|
1028 for a while and notice all this other kooky stuff 'hidden' throughout. |
|
1029 If they give any of these unfamiliar techniques a try, and like them, |
|
1030 they have Transitioned from habit to potentially what they would most |
|
1031 like (again, if I am doing it the way I intend). |
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1032 |
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1033 Heck, I can't think of anything more 'habit' bound than "reg'lar ol' |
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1034 gamers." That was the primary reason for creating all the "outer |
|
1035 'traditional' trappings;" to attract /them/. From my experiences 'over |
|
1036 the counter' they make up a significant section of 'the market.' And |
|
1037 technically, as a retail thought-experiment, Scattershot is supposed to |
|
1038 reach as much of 'the market' as I can make it. |
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1039 |
|
1040 Secondly, Transition is meant to be /optional/; that means that |
|
1041 Scattershot could theoretically (provided it succeeds at its design |
|
1042 specifications) be picked up by /any/ of 'near' "pervy -ists." If they |
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1043 can play it and opt to not Transition (without the rest of the material |
|
1044 becoming encumbering, excess baggage), then Scattershot reaches a second |
|
1045 intended audience. The reason I give this a priority is because if a |
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1046 group of habitual gamers discovers they have different tastes, it will |
|
1047 help them continue gaming if they have a system in common with any of |
|
1048 the more 'focused' groups they might move to. |
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1049 |
|
1050 Finally, Scattershot is also meant for 'people who have never played |
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1051 role-playing games, but would like them if they did.' This is another |
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1052 reason I created it in the traditional guise. It is more likely that |
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1053 'traditional gamers' are the people one would 'hook up with' after |
|
1054 initial exposure (the remainder of the market doesn't seem as 'flagrant' |
|
1055 about their gaming status). Having something like Scattershot in common |
|
1056 might help 'ease' them into the hobby community. (There's also the fact |
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1057 that the traditional model, for as much as people complain about it, |
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1058 /works/, especially for new players.) |
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1059 |
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1060 Ultimately, Scattershot was not created to meet any clear and present |
|
1061 need. Paul says, "people don't really know why they need one," about |
|
1062 Scattershot. Who can say? Nobody 'needed' the internet; nobody |
|
1063 'needed' fax machines. Nobody knew they 'needed' pointer devices for |
|
1064 their computers. You don't always create something because there's a |
|
1065 need for it. Like I always say when someone points out that I am going |
|
1066 to a *hell* of a lot of effort for something I am intentionally not |
|
1067 going to market myself, "even if it never sells, I'm gonna have a heck |
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1068 of a toy to play with." |
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1069 |
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1070 (And appealing to centrists is just gravy as far as I'm concerned.) |
|
1071 |
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1072 I think that the fact that people don't 'need' it, will help them help |
|
1073 me. That kind of 'need' breeds certain passions for it to come out a |
|
1074 certain way (to serve the needs of the person who 'needs' it). Since no |
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1075 one 'needs' it, any advice they offer will be geared towards making |
|
1076 Scattershot transparent to their gaming style (one of the design goals). |
|
1077 |
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1078 Scattershot also wasn't written to appeal to 'far' "pervy" whatever |
|
1079 types either; my experience is that they generally have something they |
|
1080 really like a lot and are not likely to go for something new that |
|
1081 easily. Likewise targeting any of these groups is questionable at best; |
|
1082 a fickle market I think. |
|
1083 |
|
1084 Anyway, all this is a bunch of theoretical hooey. I made it |
|
1085 Transitional, because that's how I play. Originally it was a game I |
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1086 could play with any of the "pervy" groups out there so I can /Zelig/ in |
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1087 with each of them. |
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1088 |
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1089 Fang Langford |
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1090 Logged |
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1091 |
|
1092 ------------------------------------------------------------------------ |
|
1093 Fang Langford is formerly the creator of the Scattershot Role-Playing |
|
1094 Game System. This project has been permanently suspended. If you have |
|
1095 any questions regarding the implementation of it or anything else, he |
|
1096 can be reached at ripjack@mad.scientist.com |
|
1097 <mailto:ripjack@mad.scientist.com> |
|
1098 |
|
1099 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
|
1100 Member |
|
1101 |
|
1102 Posts: 1363 |
|
1103 |
|
1104 |
|
1105 View Profile |
|
1106 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW |
|
1107 <http://www.scattershotgames.com> |
|
1108 |
|
1109 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12284#msg12284> |
|
1110 *About what Scattershot's about (GNS yipyap included) |
|
1111 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12284#msg12284>* |
|
1112 « *Reply #11 on:* January 25, 2002, 12:43:01 PM » |
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1113 |
|
1114 |
|
1115 ------------------------------------------------------------------------ |
|
1116 Quote from: Mike Holmes |
|
1117 While we're at it, I suppose that I should breach that topic. Why should |
|
1118 we believe that Scatttershot is any less incoherent (sorry for the |
|
1119 double negative) than any other game that previously failed to focus on |
|
1120 a single GNS mode? Actually, I have much less problem with the whole N/S |
|
1121 shift (which does include mechanics to accomplish) than the inclusion of G. |
|
1122 |
|
1123 The argument seems to be, well, the player can use the results either |
|
1124 way, and we'll tell all the players to accept other players conflicting |
|
1125 styles. Isn't this just suggesting drift? Also, this seems like a law |
|
1126 that suggests that you not kill people but includes no punishment for |
|
1127 doing so. My understanding of System Matters is that mere admonishions |
|
1128 to play a particular way that are not supported by the mechanics are |
|
1129 nice, but having actual mechanics that reinforce those admonishions are |
|
1130 better. This is the main complaint about V:tM, right? That it says to |
|
1131 play in one way but provides no support mechanically for that mode of |
|
1132 play. Right? |
|
1133 |
|
1134 So, why does Scattershot get a pass here? Note that I'm really just |
|
1135 playing Devil's advocate here. |
|
1136 |
|
1137 (And doing a good job, you may be up for promotion next quarter.) |
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1138 |
|
1139 Scattershot shouldn't. Right now a lot of what we've heard about |
|
1140 Scattershot is still theoretical. We have a glimpse of the mechanics, |
|
1141 and with that glimpse, Ron believes we can see 'the gears and wheels' of |
|
1142 what can be turned into Transition. |
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1143 |
|
1144 What we don't see is the techniques (the rest of the rules, if you will) |
|
1145 that make use of those 'gears and wheels' in a fashion that makes it |
|
1146 truly Transitional. Rightly said, we can't say anything like 'this is |
|
1147 truly a Transitional game' until we have enough (of the rules) /to |
|
1148 actually play it/. You can't judge the coherency of something until you |
|
1149 see all of it, right? |
|
1150 |
|
1151 I, for one, think that these claims of coherent Transitionalism are |
|
1152 fraught with hubris. I think we should wait until we see more before |
|
1153 any determination is actually made. I am looking forward to whether or |
|
1154 not this game can support Transition. I think this should be held |
|
1155 separate from El Dorado, because El Dorado /combines/ Simulationism with |
|
1156 Narrativism; Scattershot is purported to only let you Transition freely |
|
1157 back and forth, not necessarily both /at the same time/. |
|
1158 |
|
1159 Like Mike, I would like to know if these mysterious 'techniques' will |
|
1160 actually 'put teeth' in the mechanics that must necessarily hold the |
|
1161 game consistent with its on-going point of Transition. I mean, if the |
|
1162 game is Transitioning somewhere between Simulationism and Narrativism, |
|
1163 it will need to 'keep itself together' or coherency is nothing more than |
|
1164 a pipe dream. Furthermore, without 'teeth' how can the system say that |
|
1165 it actually supports /any/ kind of focus, GNS or otherwise, during |
|
1166 Transition? |
|
1167 |
|
1168 I can see a lot of potential in this concept, but so far the delivery of |
|
1169 which has been bearly a trickle. It's okay to /not/ expect it to fail, |
|
1170 but this 'pass,' as Mike describes it, better expire when we see more |
|
1171 and can /only then/ actually judge the coherency. |
|
1172 |
|
1173 I would like to go on record saying, "Well, where is it? Why haven't we |
|
1174 seen it? When is it coming?" I think more Scattershot should be posted |
|
1175 and soon, if it's going to make good on any of these amazing claims. |
|
1176 |
|
1177 Fang Langford |
|
1178 |
|
1179 [Oh. Wait. That's me.... I take it all back. No really, ignore this |
|
1180 post. Damn, where's that delete button!] |
|
1181 Logged |
|
1182 |
|
1183 ------------------------------------------------------------------------ |
|
1184 Fang Langford is formerly the creator of the Scattershot Role-Playing |
|
1185 Game System. This project has been permanently suspended. If you have |
|
1186 any questions regarding the implementation of it or anything else, he |
|
1187 can be reached at ripjack@mad.scientist.com |
|
1188 <mailto:ripjack@mad.scientist.com> |
|
1189 |
|
1190 *Ron Edwards |
|
1191 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>* |
|
1192 Global Moderator |
|
1193 Member |
|
1194 * |
|
1195 Posts: 12610 |
|
1196 |
|
1197 |
|
1198 View Profile |
|
1199 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9> WWW |
|
1200 <http://www.sorcerer-rpg.com> |
|
1201 |
|
1202 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12286#msg12286> |
|
1203 *About what Scattershot's about (GNS yipyap included) |
|
1204 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12286#msg12286>* |
|
1205 « *Reply #12 on:* January 25, 2002, 01:08:43 PM » |
|
1206 |
|
1207 |
|
1208 ------------------------------------------------------------------------ |
|
1209 Agreed on all counts. I'm not yet claiming we've "seen the light" of |
|
1210 Transition-based design, but /as a design goal/ it is a fine and |
|
1211 as-yet-unknown plan. Oh, and of course, I agree entirely that El Dorado |
|
1212 is something entirely different. |
|
1213 |
|
1214 Any hope of a comment on my last post before this one ...? |
|
1215 |
|
1216 Best, |
|
1217 Ron |
|
1218 Logged |
|
1219 |
|
1220 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
|
1221 Member |
|
1222 |
|
1223 Posts: 1363 |
|
1224 |
|
1225 |
|
1226 View Profile |
|
1227 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW |
|
1228 <http://www.scattershotgames.com> |
|
1229 |
|
1230 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12324#msg12324> |
|
1231 *Any Hope? |
|
1232 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg12324#msg12324>* |
|
1233 « *Reply #13 on:* January 26, 2002, 04:20:17 PM » |
|
1234 |
|
1235 |
|
1236 ------------------------------------------------------------------------ |
|
1237 Quote from: Elsewhere Ron Edwards |
|
1238 Any hope of a comment on my last post before this one...? |
|
1239 |
|
1240 Hope? Yes. Time? That depends. |
|
1241 |
|
1242 Quote from: Ron Edwards |
|
1243 I've been thinking about this Transition stuff. A few related points all |
|
1244 contributed to my conclusion, so I'll do points-first and Point last. |
|
1245 |
|
1246 And I'll address them one at a time. |
|
1247 |
|
1248 Quote from: Ron Edwards |
|
1249 1) Both Gamism and Narrativism are distinguished by the overt priorities |
|
1250 of the real person in play, in that the priority /is/ overt (if not |
|
1251 verbalized). Hence most mechanics involving "player intrusion," to use a |
|
1252 somewhat outmoded or Sim-oriented term, may serve either Gamist or |
|
1253 Narrativist purposes, of particular sorts for each depending on the |
|
1254 mechanic in question. |
|
1255 |
|
1256 These 'overt priorities' are, in simple terms, conflicting. While a |
|
1257 highly sophisticated approach to play /might/ be able to contain both of |
|
1258 them, I think I clearly lack the skills to write a description for that. |
|
1259 This is the main reason my interest lie in Transition. Transition |
|
1260 occurs when the overt priorities of one form lose their emphasis and |
|
1261 those of another become more important. The challenge with the |
|
1262 techniques is making them clear 'alternatives' to each other. |
|
1263 |
|
1264 Quote from: Ron Edwards |
|
1265 2) Much experience has taught me that players committed to either mode |
|
1266 do not hesitate for an instant to insert or interpret their "agenda" |
|
1267 into role-playing through whatever window of opportunity presents |
|
1268 itself, either in mechanics or via social pressure or whatever. |
|
1269 |
|
1270 Another intended feature has to do with how I plan to make a lot of the |
|
1271 advice look like 'reviewers' guidelines. These will allow the different |
|
1272 players to become more aware of 'what they like' in /other/ games. It |
|
1273 should highlight the differences in terms of 'other people are different.' |
|
1274 |
|
1275 If I make the game as robust as I hope, having the players insert their |
|
1276 'agendas' into the game will fix the Transition point where they will |
|
1277 like it, and the game will support that in its form (remember Transition |
|
1278 is optional). One thing I hope is that my texts will give people of |
|
1279 conflicting styles the ability to make informed decisions about no |
|
1280 longer playing together. |
|
1281 |
|
1282 Quote from: Ron Edwards |
|
1283 3) Narrativist agenda is simple: address Premise, via |
|
1284 character-confronts-ethical-conflict. Gamist agenda is similarly simple: |
|
1285 strategize, perform, prevail, via character-conflicts-logistic-conflict. |
|
1286 They are, however, very different from one another and tend not to get |
|
1287 along too easily in the same game, except in fairly specialized |
|
1288 combinations. |
|
1289 |
|
1290 As I said above, this is the reason Scattershot Transitions /between |
|
1291 them/, not into some fusion of them. This must be at /the taste of the |
|
1292 whole group/. Consensus is key in Transition, I think. |
|
1293 |
|
1294 Quote from: Ron Edwards |
|
1295 4) If merely provided with player-empowering mechanics that are |
|
1296 either-or-whatever (as referred to in #1 above), the choice of agenda, |
|
1297 per player or group, is essentially catch-as-catch-can. Clearly |
|
1298 Transition may occur in playing Scattershot as currently written, e.g. |
|
1299 Narrativism from the hard limit perhaps, or Gamism from the |
|
1300 currency-management perhaps (these are just examples out of many |
|
1301 possible). The rather ? scattered potential for the Transition, though, |
|
1302 may be troublesome. Note: /may/ be. |
|
1303 |
|
1304 More important than how the mechanics support Tranisition, is the |
|
1305 techniques that 'drive' the actual act of Transition. As mentioned |
|
1306 elsewhere, 'keeping it together' during slow Transition is the key to |
|
1307 focus of style and coherency. |
|
1308 |
|
1309 However, simply on the level of mechanics alone (as opposed to the |
|
1310 upcoming techniques), I think the potential for each form /should be/ |
|
1311 'scattered' throughout. Even better when I can bind two or more forms |
|
1312 onto the 'ends' of a single 'sliding' mechanic, like I /think/ the |
|
1313 Critical Juncture has worked. That way, when the techniques drive |
|
1314 Transition into the different forms, there won't be whole sections of |
|
1315 mechanics left fallow (simplicity suggests that such should be abandoned |
|
1316 for the final version). |
|
1317 |
|
1318 Quote from: Ron Edwards |
|
1319 Now for my big point. These two agendas (perhaps at the level of their |
|
1320 multifarious and not-necessarily-compatible subsets) may be further |
|
1321 specified by various mechanics (rules, guidelines, techniques, |
|
1322 whatever). These "specification" variables fall into very, very distinct |
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1323 forms, because of the clarity of the agendas in question. |
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1324 |
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1325 That is actually the ulterior motive I had for starting the 'more than |
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1326 three boxes' discussion. To attempt to collect some idea of popular |
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1327 agendas 'out there.' |
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1328 |
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1329 Quote from: Ron Edwards |
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1330 STAKES AND ACHIEVEMENT are the keys to Gamism in general. The thing to |
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1331 avoid, I think, is "effectiveness is the means to achievement and |
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1332 achievement is the route to more effectiveness," which creates a |
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1333 recursive, spin-the-wheels effect that only appeals to a minority of |
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1334 people who might enjoy Gamism in role-playing. (I, for example, enjoy |
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1335 Gamist play when the stakes/achievement are rewarded by |
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1336 bloody-well-winning, /not/ merely by being able to play again, only better.) |
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1337 |
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1338 I'm not sure, but I think achievement might actually apply to the other |
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1339 forms as well. I think Narrativism without achievement makes it hard to |
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1340 create statements of theme; I believe /how/ achievement addresses the |
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1341 premise is what gives Narrativist play its 'kick.' |
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1342 |
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1343 (Scattershot talks not only about the difference between player rewards |
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1344 [that tend to be outside of the game, like Experience Dice] and |
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1345 character rewards [that tend to be in-game] but the importance of making |
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1346 both relative to the game [as opposed to say giving a vampire character |
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1347 a missle as a reward].) |
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1348 |
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1349 Quote from: Ron Edwards |
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1350 ETHICAL/BEHAVIOR CRUNCH is the key to Narrativism in general. The thing |
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1351 to avoid here, I think, is de-protagonizing events and habits of play, |
|
1352 as discussed in various places 'round the Forge. |
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1353 |
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1354 I think we'll need another thread to bring up the potential pitfalls to |
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1355 be avoided and Scattershot's possible solutions. |
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1356 |
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1357 Quote from: Ron Edwards |
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1358 I suggest that some "evolutionary context" for each of these might be |
|
1359 made available for Scattershot, as a "as we go along" |
|
1360 game-group-developing mechanic. In other words, as you continue to play, |
|
1361 /the rules change or focus/ as folks see fit, in a reasonably comfy, not |
|
1362 patch-it way. So all the rules they've been using get honed or tweaked |
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1363 or shaped, in such a way that either ethical/behavior crunch or stakes & |
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1364 achievement are emphasized as the point of play. |
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1365 |
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1366 This is exactly what I was getting at talking about in 'focusing play on |
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1367 the current Transition point' coherence issue. I believe I will be |
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1368 including both something that gives perspective of where a group is and |
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1369 techniques for short shifts and how to use the mechanics to suit the new |
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1370 'positions,' as well as things of value that may motivate these |
|
1371 Transitions in a groups future. |
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1372 |
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1373 Quote from: Ron Edwards |
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1374 How to do that? Damn good question. Scattershot offers us an arena to |
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1375 address it. |
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1376 |
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1377 I'm counting /at least/ four questions. Care to start a thread about |
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1378 today's favorite question? (We'll deal with the others later, please.) |
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1379 In the mean time I'll keep working on my 'just the mechanix' list. |
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1380 Perhaps I'll start talking about the first few techniques that have |
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1381 emerged from playtest. |
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1382 |
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1383 Fang Langford |
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1384 Logged |
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1385 |
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1386 ------------------------------------------------------------------------ |
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1387 Fang Langford is formerly the creator of the Scattershot Role-Playing |
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1388 Game System. This project has been permanently suspended. If you have |
|
1389 any questions regarding the implementation of it or anything else, he |
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1390 can be reached at ripjack@mad.scientist.com |
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1391 <mailto:ripjack@mad.scientist.com> |
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1392 |
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1393 *Pages:* [*1*] Print |
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