draft/scatter-1.txt
branchecjdr
changeset 92 bdef1afd1170
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/draft/scatter-1.txt	Wed Aug 30 21:32:44 2006 -0400
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+| |-+  *Scattershot <http://www.indie-rpgs.com/forum/index.php?board=22.0>*
+| | |-+  *Part I: Core Concept
+<http://www.indie-rpgs.com/forum/index.php?topic=1073.0>* 	« previous
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+Author 	Topic: Part I: Core Concept  (Read 962 times)
+
+*Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
+Member
+
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+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW
+<http://www.scattershotgames.com>
+	
+<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10066#msg10066>
+*Part I: Core Concept
+<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10066#msg10066>*
+« * on:* December 26, 2001, 10:23:00 PM »
+	
+
+------------------------------------------------------------------------
+December 26th, 2001 -
+
+At the behest of my friends here on the Forge, I will present
+Scattershot at the point I have it.  Even though this is a
+work-in-progress, I am not trying to present a diary of the progress.
+ Expect the lead component of this thread to undergo changes as
+Scattershot does.  This edition was originally put together on
+Wednesday, December 26th, 2001 (think of it as a late Xmas present).
+ This series of articles will detail strictly the mechanics of
+Scattershot, articles relating to the techniques of 'how to play' will
+have to wait until I have more of them centralized and organized.  The
+third major component of the game, the setting and genre material is
+will be addressed once I get a new batch of playtesters.
+
+Since I have to start somewhere, I will begin with the theories that
+have become the central design premise of the mechanics.  This is one of
+a number of articles that inter-relate and I hope to make frequent use
+of links between them (which is part of the reason I have separated them).
+
+The central point of Scattershot is that all gaming is fundamentally
+about context with emotional investment (I described this much earlier
+in this article
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=457&forum=4>.)
+ Concepts like 'suspension of disbelief' and 'flow of play' exist
+primarily to support 'staying in context.'  Another central concept is
+that gaming /depends/ on in-game actions having rational consequences.
+
+      The formalization of consequences to aid 'flow of play' is exactly
+      what Scattershot's mechanics are meant to be.  "Aiding the 'flow
+      of play'" is one of the reasons that Scattershot's mechanics are
+      also deliberately designed to function as a form of communal
+      language during play.  Instead of having to describe the process
+      of using an ability in detail and accounting for potential points
+      of contention, a participant can simply refer to using a specific
+      mechanic by its name.[/list:u]I know this sounds trite and
+      obvious, but it needs to be said; play is shared.  
+
+            This concept becomes important in fixing the reasons that
+            Scattershot has mechanics.  Both consistency and
+            impartiality are necessary for a kind of sharing that
+            participants can feel is 'fair'¹.  Because of the emotional
+            investment in play, there will be times when emotions can
+            run quite high; it is important to have something impartial
+            to fall back upon when those times involve conflict between
+            the participants.[/list:u]Most of the time play passes
+            between participants in no particular order as necessary.
+
+                  This is an example of how informal most gaming is.
+                   Under some circumstances, impartiality can become
+                  highly important to one or more players.  At those
+                  (frequently emotional) times, mechanics can formalize
+                  even this normative form of play.[/list:u]Obviously,
+                  under portions of game theory, an awareness of the
+                  mechanics becomes a part of the play itself.
+
+                        This is exceptionally important when discussing
+                        whether or not mechanics should be applied to
+                        specific situation in a game.  This decision has
+                        a lot to do with how mechanics will be applied
+                        during play.[/list:u]That's all for this
+                        installment.  Next up, the differences between
+                        players and gamemasters in Scattershot.
+
+                        Fang Langford
+
+                        ¹ That is fairness in the minds of the
+                        participants.  Each will desire their own amount
+                        of play (and even that will change from session
+                        to session).  Mechanics go a long way towards
+                        formalizing the tools that can be used to 'get
+                        your share' of play.
+
+	Logged
+
+------------------------------------------------------------------------
+Fang Langford is formerly the creator of the Scattershot Role-Playing
+Game System.  This project has been permanently suspended.  If you have
+any questions regarding the implementation of it or anything else, he
+can be reached at ripjack@mad.scientist.com
+<mailto:ripjack@mad.scientist.com>
+
+*Ron Edwards
+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
+Global Moderator
+Member
+*
+Posts: 12610
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+	
+<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10076#msg10076>
+*Part I: Core Concept
+<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10076#msg10076>*
+« *Reply #1 on:* December 27, 2001, 08:45:00 AM »
+	
+
+------------------------------------------------------------------------
+Hi Fang,
+
+I'm not sure about what to say, except "Solid," in a kind of 70s accent.
+Concrete mission statements beyond the usual "um, it's role-playing" are
+rare and valuable.
+
+The concept of game mechanics and events being applications
+(expressions?) of emotional investment is excellent. I'm looking forward
+to more. You've set the starting bar very high.
+
+Best,
+Ron
+	Logged
+
+*Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
+Member
+
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+
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+View Profile
+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW
+<http://www.scattershotgames.com>
+	
+<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10125#msg10125>
+*Part I: Core Concept
+<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10125#msg10125>*
+« *Reply #2 on:* December 27, 2001, 02:18:00 PM »
+	
+
+------------------------------------------------------------------------
+Quote
+Ron Edwards wrote:
+
+I'm not sure about what to say, except "Solid," in a kind of 70s accent.
+
+Actually, this is somewhat on purpose.  From my experiences, many of the
+gamers out in the 'hinterlands' still play in a '70s' way.  Since one of
+the design specifications of Scattershot (and posting these will be a
+while - I need to find them) is that it be 'familiar' to experienced
+gamers far and wide, it will have an intentional '70s flavor.'
+
+(And I know how you meant that, it just seemed like a good opportunity
+to talk design specifications.)
+
+Quote
+You've set the starting bar very high.
+
+Thank you.  I think it is obvious that I do this in all things.
+
+Fang Langford
+	Logged
+
+------------------------------------------------------------------------
+Fang Langford is formerly the creator of the Scattershot Role-Playing
+Game System.  This project has been permanently suspended.  If you have
+any questions regarding the implementation of it or anything else, he
+can be reached at ripjack@mad.scientist.com
+<mailto:ripjack@mad.scientist.com>
+
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