draft/scatter-GNS.txt
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    43 
       
    44 Author 	Topic: About what Scattershot's about (GNS yipyap included)
       
    45  (Read 1308 times)
       
    46 
       
    47 *Ron Edwards
       
    48 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
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    59 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11888#msg11888>
       
    60 *About what Scattershot's about (GNS yipyap included)
       
    61 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11888#msg11888>*
       
    62 « * on:* January 21, 2002, 09:58:55 AM »
       
    63 	
       
    64 
       
    65 ------------------------------------------------------------------------
       
    66 Hey there,
       
    67 
       
    68 I'm starting a few separate threads about Fang's game Scattershot. All
       
    69 of them are based on the content of these threads (at the date of this
       
    70 post) and some private messaging:
       
    71 http://www.indie-rpgs.com/forum/viewtopic.php?t=1073 <"<a>">I: Core concept
       
    72 http://www.indie-rpgs.com/forum/viewtopic.php?t=1087 <"<a>">II: Whence
       
    73 go the mechanics
       
    74 http://www.indie-rpgs.com/forum/viewtopic.php?t=1080 <"<a>">III:
       
    75 Difference between players and GM
       
    76 http://www.indie-rpgs.com/forum/viewtopic.php?t=1096 <"<a>">IV: Sorting
       
    77 out the nuts and bolts
       
    78 And http://www.indie-rpgs.com/forum/viewtopic.php?t=1122 <"<a>">V:
       
    79 Actual mechanics
       
    80 
       
    81 This thread is about the initial Premise of the game, and you know what?
       
    82 It has one. A really interesting one. You see, Scattershot is about
       
    83 Exploring Situation and System in depth, and that means it "begins" or
       
    84 "looks" like a Simulationist type o'thing. But the actual plan - which I
       
    85 like to think of Uncle Fang's Lurking Desire - is to provide tools for
       
    86 "transition" to Narrativist play /insofar as anyone wants to/. The
       
    87 Narrativist-type Premise arises, therefore, from various passions or
       
    88 concerns incited by various instances during play. Once that happens,
       
    89 the mechanics enhance these elements' ability to become major engines of
       
    90 events during play, as determined by the players.
       
    91 
       
    92 I use Fang's term Transition here because it makes a lot of sense - a
       
    93 form of Drift which is facilitated, consistent, and accessible merely
       
    94 through application of the rules in particular ways, as opposed merely
       
    95 to tweaking, revising, ignoring, or overriding existing rules (which
       
    96 Drift generally does).
       
    97 
       
    98 Now that means that at first glance, Scattershot has plenty of
       
    99 traditional-gaming trappings that - for some of us - have an alarm-bell
       
   100 quality. You buy a bunch of skills with points, said skills being rated
       
   101 according to how easy they are to learn and hence costing more. There
       
   102 are six attributes starting with "Strength." There is a big chart called
       
   103 UE that cross-references abilities' values with extent, magnitude,
       
   104 duration, and all that sort of thing (very like DC Heroes at first glance).
       
   105 
       
   106 My point is that these alarm bells are false. Fang has written the
       
   107 material to be accessible specifically to the old-school gamer, in a
       
   108 deliberate 70s-gaming kind of structure. But that structure is much like
       
   109 a swaybacked horse with a sleepy expression, which grunts a little when
       
   110 you pat it on the nose. Little do you suspect what it will do when you
       
   111 mount up ?
       
   112 
       
   113 The context for play is intended to be customizable to various degrees
       
   114 (1) of depth of rules-use and (2) of rules-use per unit time. Cool.
       
   115 Let's settle at whatever one we want and take a look at "medium"
       
   116 Scattershot, what most of us want to know about based on my readings and
       
   117 interactions at the Forge.
       
   118 
       
   119 Basically, you're looking at a character with six attributes: Strength,
       
   120 Agility, Hit Points, Reaction, Observation, and Power. (Yes, /I know/ it
       
   121 looks like 1980! Chill out! Uncle Fang is merely disguising his Lurking
       
   122 Desire very well.) You buy a bunch of abilities at various ratings with
       
   123 a starting bank of points. "Abilities" cover all sorts of things, like
       
   124 skills strictly speaking, magic stuff, etc.
       
   125 
       
   126 Ya do things with your abilities. You roll 2d10; get under the rating,
       
   127 you did it; equal it, you barely did it; over it, you fail. The
       
   128 difference is called the MIB and is taken to the UE. The UE allows you
       
   129 to modify the difference (called MIB) between your roll and the rating
       
   130 with the "magnitude" column of the UE for a related characteristic - ie,
       
   131 you hit a guy with your Punch ability, but the effect (on the table) is
       
   132 modified because your Strength rating gives a nice multiple. Again, all
       
   133 very early 80s-Sim, Mayfair-feeling.
       
   134 
       
   135 [Fang, I know I'm skimming various details, especially the fact that
       
   136 opposed rolls actually use the difference between attacker's and
       
   137 defender's MIBs on the UE, and the Residual Modifiers thing. Bear with
       
   138 me, I'm not trying to present Scattershot with every nuance but to show
       
   139 the Transition in action, and only presenting stuff that lets this point
       
   140 be made.]
       
   141 
       
   142 Ha ha! You're in for it now! Check out the following:
       
   143 
       
   144 1) The group has set a "Hard limit" for certain MIB's, either successful
       
   145 or unsuccessful. It might be 1 or 7 or 10 or whatever. If a rolled MIB
       
   146 (remember, diff between your roll and your rating) exceeds the hard
       
   147 limit, /the player of the recipient of the effect/ now states why this
       
   148 single event is a life-changing, significant, later-to-be-acted-upon
       
   149 element of the character's life. This is a big deal, eh? Think "Kicker."
       
   150 (Oh, and it's optional if the MIB is under the hard limit; the hard
       
   151 limit means you /have/ to do it. Uncle Fang cannot help himself and
       
   152 releases a sinister belly-laugh.)
       
   153 
       
   154 2) If you're only a couple MIB shy of succeeding, feel free to adust any
       
   155 UE feature to /make/ your roll successful, ie, "it takes longer" or
       
   156 anything similar. You can also do the reverse, using excessive
       
   157 successful MIB to adjust the degree or magnitude of the effect for the
       
   158 better. This is player-driven and highly customizable. (Did I mention
       
   159 metagame?)
       
   160 
       
   161 3) Experience dice are being handed out left and right all the time
       
   162 during play. You spend these dice by adding them to any roll you feel
       
   163 like, either before or after the basic 2d10 roll. (Metagame and player
       
   164 power are not only present in Scattershot; after an initial "closeted"
       
   165 phase, they are buck naked and dancing ecstatically down the street.)
       
   166 [These dice may also be spent to improve one's character, with a mildly
       
   167 randomized mechanic.]
       
   168 
       
   169 To sum up, I dub Scattershot the first Transitional Game Design that I
       
   170 have seen. It presents a solid/realistic (in the specific-to-setting
       
   171 sense) Simulationist framework for establishing what's up, what you're
       
   172 looking at, and who's who - but also provides a tremendous number of
       
   173 techniques to permit metagame, Author stance, and player-power-sharing
       
   174 techniques during play, many of which may facilitate a Narrativist
       
   175 application. The primary technique is Fortune-in-the-Middle, which all
       
   176 three of the numbered items above not only make possible, but loom up
       
   177 like ? well, I'm out of metaphors. They loom up big.
       
   178 
       
   179 My question is how Gamism is or would be a direction of Transition, or
       
   180 whether that's even a design goal. If not, no big deal. If so, though,
       
   181 I'm not sure how it (ie mechanics to facilitate it) gets into there.
       
   182 Insight about that would be appreciated. The thread that looked like it
       
   183 might discuss that, based on its title, ended up being about something
       
   184 else, unless I misunderstood it.
       
   185 
       
   186 I still have plenty of questions, especially about certain mechanics and
       
   187 especially about how IIEC is handled during/post rolling in a conflict
       
   188 situation. But those are for other threads, soon to come. This one's the
       
   189 goals/GNS thing, and I am willing to be corrected by Fang regarding my
       
   190 impressions, or to see what others have made of them and the game itself.
       
   191 
       
   192 Best,
       
   193 Ron
       
   194 	Logged
       
   195 
       
   196 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
   197 Member
       
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   199 Posts: 1363
       
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   204 <http://www.scattershotgames.com>
       
   205 	
       
   206 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11922#msg11922>
       
   207 *[Scattershot] About what it's about (GNS yipyap included)
       
   208 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11922#msg11922>*
       
   209 « *Reply #1 on:* January 21, 2002, 10:35:39 PM »
       
   210 	
       
   211 
       
   212 ------------------------------------------------------------------------
       
   213 Quote from: Ron Edwards
       
   214 This thread is about the initial Premise of the game, and you know what?
       
   215 It has one. A really interesting one. You see, Scattershot is about
       
   216 Exploring Situation and System in depth, and that means it "begins" or
       
   217 "looks" like a Simulationist type o'thing. But the actual plan - which I
       
   218 like to think of Uncle Fang's Lurking Desire - is to provide tools for
       
   219 "transition" to Narrativist play /insofar as anyone wants to/. The
       
   220 Narrativist-type Premise arises, therefore, from various passions or
       
   221 concerns incited by various instances during play. Once that happens,
       
   222 the mechanics enhance these elements' ability to become major engines of
       
   223 events during play, as determined by the players.
       
   224 
       
   225 I use Fang's term Transition here because it makes a lot of sense - a
       
   226 form of Drift which is facilitated, consistent, and accessible merely
       
   227 through application of the rules in particular ways, as opposed merely
       
   228 to tweaking, revising, ignoring, or overriding existing rules (which
       
   229 Drift generally does).
       
   230 
       
   231 Now that means that at first glance, Scattershot has plenty of
       
   232 traditional-gaming trappings that - for some of us - have an alarm-bell
       
   233 quality.
       
   234 
       
   235 You know, that was one of the things that scared me the most about
       
   236 posting it here (if you needed to understand my reticence).
       
   237 
       
   238 And it's no surprise that you see the premise is of exploring System and
       
   239 Situation, this is after all just the mechanics.  If I understand your
       
   240 use of the terms, I have a whole 'nother book of additional rules (the
       
   241 larger one at that), I call 'em techniques, that deal with attention to
       
   242 Color, Character, and Setting.  Color and Setting are dependant upon the
       
   243 genre-reliant materials this Generalist mechanic gets published with (we
       
   244 are preparing 12 sets so far).  Attention to Character is one of the
       
   245 major pieces of the techniques section (and I must apologize for the
       
   246 fact that I am still pulling this information together and don't even
       
   247 have a rough draft /outline/ yet).
       
   248 
       
   249 I separate them into techniques and mechanics because of some of the
       
   250 priorities of Transitionism.  (Many of those 'old school gamers' recoil
       
   251 in horror from /mechanics/ for Narrativism, but strangely when they are
       
   252 called 'techniques,' think that they're just quirky advice.)
       
   253 
       
   254 Quote from: Ron Edwards
       
   255 My point is that these alarm bells are false. Fang has written the
       
   256 material to be accessible specifically to the old-school gamer, in a
       
   257 deliberate 70s-gaming kind of structure. But that structure is much like
       
   258 a swaybacked horse with a sleepy expression, which grunts a little when
       
   259 you pat it on the nose. Little do you suspect what it will do when you
       
   260 mount up....
       
   261 
       
   262 [Editted for brevity.]
       
   263 
       
   264 To sum up, I dub Scattershot the first Transitional Game Design that I
       
   265 have seen. It presents a solid/realistic (in the specific-to-setting
       
   266 sense) Simulationist framework for establishing what's up, what you're
       
   267 looking at, and who's who - but also provides a tremendous number of
       
   268 techniques to permit metagame, Author stance, and player-power-sharing
       
   269 techniques during play, many of which may facilitate a Narrativist
       
   270 application. The primary technique is Fortune-in-the-Middle, which all
       
   271 three of the numbered items above not only make possible, but loom up
       
   272 like ? well, I'm out of metaphors. They loom up big.
       
   273 
       
   274 My question is how Gamism is or would be a direction of Transition, or
       
   275 whether that's even a design goal. If not, no big deal. If so, though,
       
   276 I'm not sure how it (ie mechanics to facilitate it) gets into there.
       
   277 Insight about that would be appreciated. The thread that looked like it
       
   278 might discuss that, based on its title, ended up being about something
       
   279 else, unless I misunderstood it.
       
   280 
       
   281 Gamism /is/ one of the Transitional design goals (whether I serve it
       
   282 well or not, is a good question).  Some ways we do this, I have
       
   283 described elsewhere.  Raising the 'hard limit' on the MIB turns it into
       
   284 not much more than a clever way to skip having elaborate 'critical
       
   285 hit/fumble' tables (in keeping with the 80's disguise of the work).
       
   286  Making Experience Dice rare turns them into another resource for the
       
   287 savvy Gamist to sheperd facing the larger challenge presented.
       
   288 
       
   289 I do have a favor to ask.  I am not sure how you define Gamism in the
       
   290 time since you came to understand and like the mode.  Can you give me
       
   291 some idea what you would look for in a Gamist game; that I can better
       
   292 respond to with how the mechanics of Scattershot (might) meet those needs.
       
   293 
       
   294 Quote from: Ron Edwards
       
   295 I still have plenty of questions, especially about certain mechanics and
       
   296 especially about how IIEC is handled during/post rolling in a conflict
       
   297 situation.
       
   298 
       
   299 I /would/ like a chance to toss in a response prior to getting these
       
   300 other threads started.
       
   301 
       
   302 In the sequence of resolution, Scattershot somewhat collapses the Intent
       
   303 and Initiation into a single point.  When a player indicates their
       
   304 action for resolution, the action is considered begun.  The reason I say
       
   305 they are combined is because of how some actions indicated by a player
       
   306 are result of a somewhat predetermined script of actions (the following
       
   307 actions material).  The easiest example would be the riposte, it follows
       
   308 a parry thus the parry contains the Intent for the riposte.  As I (in
       
   309 possibly the best attempt ever) described a few minutes ago in another
       
   310 thread, the 'Effects phase' (I know it doesn't precisely work like that,
       
   311 but you get my drift) occurs when the dice roll and the chosen actions
       
   312 of the interacting parties are combined.  The reason I bring this up
       
   313 here is because it talks some about one way that Scattershot approaches
       
   314 Gamism.  Our more Gamist playtesters occasionally turn this
       
   315 'calculation' phase into a bidding war using the FitM mechanics
       
   316 Scattershot has.
       
   317 
       
   318 As for directly connecting to IIEC, I think a lot of that varies
       
   319 depending on whether you are using Scattershot in General, Specific, or
       
   320 Mechanical play.  In General play almost everything functions as
       
   321 Conclusion (That is the term, isn't it?).  In Specific play, it can
       
   322 range all the way from Intent when the Speaker is depending heavily on
       
   323 the resolution mechanic to generate /most/ of the detail, to Effect when
       
   324 the mechanics are invoked by someone other than the Speaker, calling the
       
   325 narrative direction into question (such as introducing complications).
       
   326  As above, Mechanical play functions on some curious fusion of Intent
       
   327 and Initiation.  Does that clear anything up?
       
   328 
       
   329 Fang Langford
       
   330 	Logged
       
   331 
       
   332 ------------------------------------------------------------------------
       
   333 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
   334 Game System.  This project has been permanently suspended.  If you have
       
   335 any questions regarding the implementation of it or anything else, he
       
   336 can be reached at ripjack@mad.scientist.com
       
   337 <mailto:ripjack@mad.scientist.com>
       
   338 
       
   339 *Ron Edwards
       
   340 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
   341 Global Moderator
       
   342 Member
       
   343 *
       
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   351 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11941#msg11941>
       
   352 *About what Scattershot's about (GNS yipyap included)
       
   353 <http://www.indie-rpgs.com/forum/index.php?topic=1265.msg11941#msg11941>*
       
   354 « *Reply #2 on:* January 22, 2002, 07:40:14 AM »
       
   355 	
       
   356 
       
   357 ------------------------------------------------------------------------
       
   358 Hi Fang!
       
   359 
       
   360 Lots of topics to deal with here ?
       
   361 
       
   362 I definitely hear you about the Color, Situation, Character, and Setting
       
   363 material coming later. The key to me is that at first glance, the setup
       
   364 seems highly focused on Exploration of /something/, and given the other
       
   365 material you mentioned, Exploration of /everything/. No criticism! As I
       
   366 said, I appreciate the "reassurance" quality this has on the old-school.
       
   367 
       
   368 GAMISM AND SCATTERSHOT
       
   369 My take on Gamism seems to raise some hackles, and I'd request that we
       
   370 deal with it here as it stands: Fang is asking me what I think; this is
       
   371 not a good venue to tell me I'm wrong (that would be the GNS forum).
       
   372 
       
   373 <Gamism babble ensues>
       
   374 At this time, I look at Gamism as simply the enjoyment of competition in
       
   375 an extremely broad sense. People can have different roles in that
       
   376 competition, up to and including a referee-role (he does not compete
       
   377 with the players, but his presence means the competition can happen in a
       
   378 certain way).
       
   379 
       
   380 A lot of suffering seems to occur when people consider a published
       
   381 scenario - how can you "compete" with it? That always puzzles me. Of
       
   382 course you can, it seems, insofar as the game designers do exist as
       
   383 humans, and it's fun to pit oneself (or one's team) against someone
       
   384 who's posed a problem for you. Or even if one imagined some weird
       
   385 scenario that was not written by humans, it's fun to see whether you can
       
   386 do better than anyone else who's trying it.
       
   387 
       
   388 If anyone wants to call all this competitive stuff "struggle" or
       
   389 "testing yourself" or whatnot, they may go right ahead. I think it's a
       
   390 matter of sugar-coating, rather than useful rhetoric, but I'm willing to
       
   391 give a little. Gareth's points about that in the GNS forum are extremely
       
   392 well-taken; we don't /exactly/ agree, but I think his points must be
       
   393 taken into account.
       
   394 
       
   395 I also have perceived a certain weird assumption that a Gamist would
       
   396 automatically "hate to lose," or would necessarily be obsessed with
       
   397 "balance," which doesn't match my observations of the /foundations/ of
       
   398 that mode of play, much as it might apply for some individuals.
       
   399 <Gamism babble is over>
       
   400 
       
   401 OK. So how does this apply to Scattershot? You have mentioned the
       
   402 strategic use of experience-point spending or the role of the hard
       
   403 limit, but to me, these seem more to me like techniques of play
       
   404 (resource management e.g.) that apply nicely to the goal of Narrativism
       
   405 as much as to Gamism, perhaps more so. Let's take a look at a
       
   406 Scattershot player who has glommed onto these techniques and likes them
       
   407 a lot. Basically, if he gets a "do better than Bob hair up his butt
       
   408 (even if Bob is abstract)," rather than a "story hair up his butt," then
       
   409 he's transitioned to Gamism.
       
   410 
       
   411 At my current understanding of the rules, though, which hair gets up his
       
   412 butt is pretty much a matter of individual taste, and perhaps elements
       
   413 of the Color, Situation, Setting, and so forth of the instance of play.
       
   414 It seems to me that the hair is most likely the "story" one because of
       
   415 the hard limit, especially - being required to make that event important
       
   416 to the character's future decisions seems more of a moral-Premise
       
   417 judgment-call than it does a strategic decision regarding advantage or
       
   418 individual performance (in the sense of acing a test or winning a race).
       
   419 
       
   420 IIEC AND SCATTERSHOT
       
   421 (Intent, Initiation, Execution, Completion)
       
   422 I think you've laid out the issue pretty clearly for me now, across the
       
   423 range of General, Specific, and Mechanical play. I do think it might be
       
   424 interesting to see how the differences of IIEC application might
       
   425 /change/ over time, if the group were minded to do so. Thus, if they
       
   426 begin with a strong commitment to Mechanical play, is there any
       
   427 provision for shifting later, without (much of) a hitch-and-clutch? If
       
   428 so, then Scattershot is really achieving something.
       
   429 
       
   430 Best,
       
   431 Ron
       
   432 	Logged
       
   433 
       
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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>*
       
   447 « *Reply #3 on:* January 22, 2002, 10:06:31 PM »
       
   448 	
       
   449 
       
   450 ------------------------------------------------------------------------
       
   451 Quote from: Ron Edwards
       
   452 GAMISM AND SCATTERSHOT
       
   453 Quote from: Selected text on Gamism that Ron
       
   454 My take on Gamism seems to raise some hackles, and I'd request that we
       
   455 deal with it here as it stands: Fang is asking me what I think;
       
   456 
       
   457 I look at Gamism as simply the enjoyment of competition in an extremely
       
   458 broad sense.
       
   459 
       
   460 If anyone wants to call all this competitive stuff "struggle" or
       
   461 "testing yourself" or whatnot, they may go right ahead.
       
   462 
       
   463 OK. So how does this apply to Scattershot? You have mentioned the
       
   464 strategic use of experience-point spending or the role of the hard
       
   465 limit, but to me, these seem more to me like techniques of play
       
   466 (resource management e.g.)
       
   467 
       
   468 In my studies of the medium, I have identified one major component
       
   469 necessary for Gamism from a designer's perspective: structure.  I hear
       
   470 the ghost of its relevance whenever the 'yardstick' discussion comes up.
       
   471  I also hear it when the discussion turns 'win/lose.'  No matter what I
       
   472 think of those topics, the both speak of structure and consistency.
       
   473 
       
   474 The converse would be playing Gamist in a situation where nothing can be
       
   475 counted on, everything is in some state of flux.  I haven't experienced
       
   476 a happy Gamist who does not have some consistency or structure in what
       
   477 they are playing /with/.  As a designer, one kind of structure I can
       
   478 provide is mechanical.  I really appreciate what I learned by adapting
       
   479 Scattershot to contain a collectible card game; all those long
       
   480 discussions of game theory helped me make Scattershot's core mechanic as
       
   481 strong a structure as I could have hoped to make it.
       
   482 
       
   483 The other kind of structure I see commonly used has to do with a
       
   484 Gamist's exploration of Setting.  As surely as there is mechanical
       
   485 "competition" in the gladitorial arena, so too is there in the courtly
       
   486 life of king's favor.  One of the techniques I have already discussed
       
   487 here on the Forge has to do with simplifying the moderation of a
       
   488 background that has enough structure and consistency (as well as
       
   489 verisimilitude, but that's for another type of players altogether); I
       
   490 call it *Dynamic Status Quo
       
   491 <http://www.indie-rpgs.com/forum/viewtopic.php?t=458&highlight=dynamic+status+quo>*.
       
   492 
       
   493 I see things like "resource management" being of value to Gamists
       
   494 especially when in concert with some kind of structure.  Under that
       
   495 premise, the meticulous nature of Scattershot's mechanics should fall
       
   496 clearly in that camp at least /mechanically/.
       
   497 
       
   498 Quote from: Ron Edwards
       
   499 but to me, these seem more to me like techniques of play (resource
       
   500 management e.g.) that apply nicely to the goal of Narrativism as much as
       
   501 to Gamism, perhaps more so. Let's take a look at a Scattershot player
       
   502 who has glommed onto these techniques and likes them a lot. Basically,
       
   503 if he gets a "do better than Bob hair up his butt (even if Bob is
       
   504 abstract)," rather than a "story hair up his butt," then he's
       
   505 transitioned to Gamism.
       
   506 
       
   507 At my current understanding of the rules, though, which hair gets up his
       
   508 butt is pretty much a matter of individual taste, and perhaps elements
       
   509 of the Color, Situation, Setting, and so forth of the instance of play.
       
   510 It seems to me that the hair is most likely the "story" one because of
       
   511 the hard limit, especially - being required to make that event important
       
   512 to the character's future decisions seems more of a moral-Premise
       
   513 judgment-call than it does a strategic decision regarding advantage or
       
   514 individual performance (in the sense of acing a test or winning a race).
       
   515 
       
   516 I might argue that you /do/ still have some bias towards Narrativism.
       
   517  In playtest, /how/ the Critical Juncture mechanic gets specifically
       
   518 used is almost a direct indicator of whether a player is Gamist,
       
   519 Narrativist, or Simulationist.  As you see it (and as I tend to express
       
   520 it, did I mention my continuing problems communicating?), a Narrativist
       
   521 will use the opportunity presented by exceeding the Critical Juncture to
       
   522 advance their thematic statement of a games premise (am I using those
       
   523 terms correctly?).
       
   524 
       
   525 A Gamist on the hand will take those opportunities to adopt additional
       
   526 liabilities (when it goes against them) or strategic advantages (when it
       
   527 goes for them).  One thing I neglected to include was that the *MIB*
       
   528 created when the Critical Juncture is exceeded, can be used (in a rare
       
   529 post-randomizing indexing on the UE Chart) as the foundation of adding a
       
   530 new disadvantage or problem.  (In my favorite example, when Robin in The
       
   531 Prince of Thieves first attacks the Sheriff, I call it a Telling Blow.
       
   532  The Sheriff's player, gamemaster or no, chooses to take an
       
   533 appearance-based disadvantage and play that off the character's vanity.
       
   534  I'm not entirely sure it had any bearing on the Theme explored by the
       
   535 film, but you can see how it created more 'challenge' for the Sheriff's
       
   536 player.)
       
   537 
       
   538 A Simulationist becomes evident for their interest in how such a change
       
   539 to their character bears on, and fits into, their explorations.  They
       
   540 seem to have an uncanny intuition for the Critical Juncture result
       
   541 that's /right/.
       
   542 
       
   543 Quote from: Ron Edwards
       
   544 IIEC AND SCATTERSHOT
       
   545 (Intent, Initiation, Execution, Completion)
       
   546 I think you've laid out the issue pretty clearly for me now, across the
       
   547 range of General, Specific, and Mechanical play. I do think it might be
       
   548 interesting to see how the differences of IIEC application might
       
   549 /change/ over time, if the group were minded to do so. Thus, if they
       
   550 begin with a strong commitment to Mechanical play, is there any
       
   551 provision for shifting later, without (much of) a hitch-and-clutch? If
       
   552 so, then Scattershot is really achieving something.
       
   553 
       
   554 Actually going 'up' from Mechanical play is about as hard as falling in
       
   555 love.  Once you stop going, "Okay, your two actions are done, now it's
       
   556 his turn," and skip using dice in every resolution bound to a Rating,
       
   557 you're at the 'bottom' of Specific play.  As you let the Ratings be more
       
   558 guidelines (as in "I've got a 14 that means I'm so good, I won't fail")
       
   559 and eventually leave the dice behind (except when you use them to create
       
   560 detail, often good to 'get the creative juices flowing'), you transcend
       
   561 Specific and grow into General play.
       
   562 
       
   563 What's missing so far is that these are just /the mechanics/.  There is
       
   564 a whole morass of information I call 'techniques.'  (You'd just call
       
   565 them 'lots more rules.')  Part of the difference, is the presentation.
       
   566  I intend to present the techniques in a fashion that /seems/ geared
       
   567 towards using them to determine what is good or bad /about any game/.
       
   568  It was quite odd to me to have this in mind only to later discover that
       
   569 the GNS was described as existing exactly for the same purpose.
       
   570 
       
   571 The sticky part is that my 'techniques' are secretly based on a couple
       
   572 of the alternative Transitional goals.  They will hopefully be presented
       
   573 as 'if you liked how /this/ works, why not try /that/,' and 'if you
       
   574 liked /that/ then /this also/ might be fun.'  I want to create a series
       
   575 of step-wise growth /tools/ expressly for facilitating Transition.  This
       
   576 has been my goal since before I met the Forge.
       
   577 
       
   578 Ultimately one thing became clear in playtest.  It seems hard for
       
   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
       
   582 'testers, they seem pretty rooted in Mechanical play.)
       
   583 
       
   584 Now, can you tell me if that answers your question on Gamism is
       
   585 Scattershot?  Am I still missing something?  (Or is it just my usual
       
   586 inability to express these ideas clearly on the first go?)
       
   587 
       
   588 Fang Langford
       
   589 
       
   590 (Who is actually quite curious what others think of a Transitional game
       
   591 design.)
       
   592 	Logged
       
   593 
       
   594 ------------------------------------------------------------------------
       
   595 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
   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
       
   602 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
   603 Global Moderator
       
   604 Member
       
   605 *
       
   606 Posts: 12610
       
   607 
       
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   609 View Profile
       
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   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 »
       
   617 	
       
   618 
       
   619 ------------------------------------------------------------------------
       
   620 Hi Fang,
       
   621 
       
   622 You've expressed yourself very clearly, and I think we're saying pretty
       
   623 much the same things. Basically, Transition in Scattershot is driven by
       
   624 preference, and that's a fine thing.
       
   625 
       
   626 It seemed to me that the "story-ish" payoff for bringing in the hard
       
   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
       
   629 little less focused in terms of in-game events, but then again, Gamist
       
   630 play in general is probably the most unapologetically metagame-ish in
       
   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
       
   633 with my previous comments about how good this mode of play is at finding
       
   634 "the stakes").
       
   635 
       
   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
       
   638 within GNS modes (not in every possibility, but scattered all 'round).
       
   639 
       
   640 (Side note: I, for one, see no flaw/inconsistency or anything "wrong"
       
   641 with your use of GNS jargon - your reference to any of it is clear,
       
   642 fair, and makes sense.)
       
   643 
       
   644 Here's my concern now: different participants having different goals. To
       
   645 pick the most obvious example, we might have Bob who seizes upon the
       
   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
       
   648 matter: GM, fellow player, published scenario, etc). Then we also have
       
   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
       
   658 Bob's character's actions.
       
   659 
       
   660 To a very large extent, this is probably not solvable. I'm not
       
   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,
       
   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?
       
   669 
       
   670 Best,
       
   671 Ron
       
   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
       
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   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>*
       
   691 « *Reply #5 on:* January 23, 2002, 09:21:05 AM »
       
   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!/
       
   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 
       
   719 To a very large extent, this is probably not solvable.
       
   720 
       
   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
       
   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
       
   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?
       
   751 
       
   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
       
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   766 Posts: 1845
       
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   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 »
       
   777 	
       
   778 
       
   779 ------------------------------------------------------------------------
       
   780 Hey Fang, Ron,
       
   781 
       
   782 To sum up, I dub Scattershot the first Transitional Game Design that I
       
   783 have seen.
       
   784 
       
   785 The discussion of Scattershot as a transitional game design has yet to
       
   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 
       
   789 If I'm an activist liberal, I don't really want a centrist candidate.
       
   790 I'll vote for one because my ideal candidate doesn't stand a chance of
       
   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
       
   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
       
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   811 View Profile
       
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   813 <http://www.goblin-cartoons.com>
       
   814 	
       
   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 »
       
   819 	
       
   820 
       
   821 ------------------------------------------------------------------------
       
   822 Paul--
       
   823 
       
   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.)
       
   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
       
   833 
       
   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 *
       
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   845 
       
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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 »
       
   854 	
       
   855 
       
   856 ------------------------------------------------------------------------
       
   857 What Josh said. Aren't those people looking for El Dorado (defined as a
       
   858 simultaneously Sim and Narr game) going to be interested in such? As
       
   859 I've stated before, I'm not one of those "pervy" Narrativists. Actually,
       
   860 I like all three of the GNS decision making processes, and can enjoy any
       
   861 game that is not incoherent. I'm a gaming Centrist (political one, too,
       
   862 FWIW). The only impediment to my enjoying the potential
       
   863 Transitionability (to coin a term) of Scattershot would be any
       
   864 incoherence that it introduced.
       
   865 
       
   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
       
   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
       
   870 shift (which does include mechanics to accomplish) than the inclusion of G.
       
   871 
       
   872 The argument seems to be, well, the player can use the results either
       
   873 way, and we'll tell all the players to accept other players conflicting
       
   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
       
   876 doing so. My understanding of System Matters is that mere admonishions
       
   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
       
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   895 Global Moderator
       
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   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 	
       
   910 
       
   911 ------------------------------------------------------------------------
       
   912 Fang,
       
   913 
       
   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.
       
   970 
       
   971 How to do that? Damn good question. Scattershot offers us an arena to
       
   972 address it.
       
   973 
       
   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 
       
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   987 	
       
   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 »
       
   992 	
       
   993 
       
   994 ------------------------------------------------------------------------
       
   995 Paul asks an excellent question.
       
   996 
       
   997 Quote from: Paul Czege
       
   998 To sum up, I dub Scattershot the first Transitional Game Design that I
       
   999 have seen. -- Ron Edwards
       
  1000 
       
  1001 The discussion of Scattershot as a transitional game design has yet to
       
  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.
       
  1004 
       
  1005 What am I missing? Who's the target customer of a Transitional game design?
       
  1006 
       
  1007 
       
  1008 I can't really say about Transitional designs in general, there are so
       
  1009 few to know what they are yet, but I can talk about Scattershot; so does
       
  1010 Joshua:
       
  1011 
       
  1012 Quote from: joshua neff
       
  1013 Paul--
       
  1014 
       
  1015 Maybe more centrist gamers? I mean, you & I are pervy narrativists, but
       
  1016 there are those out there who groove on simulationism AND narrativism, &
       
  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.)
       
  1020 
       
  1021 Actually the theory goes something like this.  There are a lot of
       
  1022 Simulationists-by-habit out there.  Heck, there's a lot of
       
  1023 Anything-ists-by habit out there.  Why?  I think because of a lack of
       
  1024 exposure.
       
  1025 
       
  1026 So this segment of the intended audience can pick up Scattershot (not
       
  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).
       
  1032 
       
  1033 Heck, I can't think of anything more 'habit' bound than "reg'lar ol'
       
  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.
       
  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
       
  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
       
  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.
       
  1049 
       
  1050 Finally, Scattershot is also meant for 'people who have never played
       
  1051 role-playing games, but would like them if they did.'  This is another
       
  1052 reason I created it in the traditional guise.  It is more likely that
       
  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
       
  1057 that the traditional model, for as much as people complain about it,
       
  1058 /works/, especially for new players.)
       
  1059 
       
  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
       
  1068 of a toy to play with."
       
  1069 
       
  1070 (And appealing to centrists is just gravy as far as I'm concerned.)
       
  1071 
       
  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
       
  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 
       
  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
       
  1086 could play with any of the "pervy" groups out there so I can /Zelig/ in
       
  1087 with each of them.
       
  1088 
       
  1089 Fang Langford
       
  1090 	Logged
       
  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 
       
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  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 »
       
  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.)
       
  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.
       
  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 
       
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  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 
       
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  1221 Member
       
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  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
       
  1323 forms, because of the clarity of the agendas in question.
       
  1324 
       
  1325 That is actually the ulterior motive I had for starting the 'more than
       
  1326 three boxes' discussion.  To attempt to collect some idea of popular
       
  1327 agendas 'out there.'
       
  1328 
       
  1329 Quote from: Ron Edwards
       
  1330 STAKES AND ACHIEVEMENT are the keys to Gamism in general. The thing to
       
  1331 avoid, I think, is "effectiveness is the means to achievement and
       
  1332 achievement is the route to more effectiveness," which creates a
       
  1333 recursive, spin-the-wheels effect that only appeals to a minority of
       
  1334 people who might enjoy Gamism in role-playing. (I, for example, enjoy
       
  1335 Gamist play when the stakes/achievement are rewarded by
       
  1336 bloody-well-winning, /not/ merely by being able to play again, only better.)
       
  1337 
       
  1338 I'm not sure, but I think achievement might actually apply to the other
       
  1339 forms as well.  I think Narrativism without achievement makes it hard to
       
  1340 create statements of theme; I believe /how/ achievement addresses the
       
  1341 premise is what gives Narrativist play its 'kick.'
       
  1342 
       
  1343 (Scattershot talks not only about the difference between player rewards
       
  1344 [that tend to be outside of the game, like Experience Dice] and
       
  1345 character rewards [that tend to be in-game] but the importance of making
       
  1346 both relative to the game [as opposed to say giving a vampire character
       
  1347 a missle as a reward].)
       
  1348 
       
  1349 Quote from: Ron Edwards
       
  1350 ETHICAL/BEHAVIOR CRUNCH is the key to Narrativism in general. The thing
       
  1351 to avoid here, I think, is de-protagonizing events and habits of play,
       
  1352 as discussed in various places 'round the Forge.
       
  1353 
       
  1354 I think we'll need another thread to bring up the potential pitfalls to
       
  1355 be avoided and Scattershot's possible solutions.
       
  1356 
       
  1357 Quote from: Ron Edwards
       
  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
       
  1363 or shaped, in such a way that either ethical/behavior crunch or stakes &
       
  1364 achievement are emphasized as the point of play.
       
  1365 
       
  1366 This is exactly what I was getting at talking about in 'focusing play on
       
  1367 the current Transition point' coherence issue.  I believe I will be
       
  1368 including both something that gives perspective of where a group is and
       
  1369 techniques for short shifts and how to use the mechanics to suit the new
       
  1370 'positions,' as well as things of value that may motivate these
       
  1371 Transitions in a groups future.
       
  1372 
       
  1373 Quote from: Ron Edwards
       
  1374 How to do that? Damn good question. Scattershot offers us an arena to
       
  1375 address it.
       
  1376 
       
  1377 I'm counting /at least/ four questions.  Care to start a thread about
       
  1378 today's favorite question?  (We'll deal with the others later, please.)
       
  1379  In the mean time I'll keep working on my 'just the mechanix' list.
       
  1380  Perhaps I'll start talking about the first few techniques that have
       
  1381 emerged from playtest.
       
  1382 
       
  1383 Fang Langford
       
  1384 	Logged
       
  1385 
       
  1386 ------------------------------------------------------------------------
       
  1387 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
  1388 Game System.  This project has been permanently suspended.  If you have
       
  1389 any questions regarding the implementation of it or anything else, he
       
  1390 can be reached at ripjack@mad.scientist.com
       
  1391 <mailto:ripjack@mad.scientist.com>
       
  1392 
       
  1393 *Pages:* [*1*] 	Print
       
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