draft/scatter-5.txt
branchecjdr
changeset 92 bdef1afd1170
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/draft/scatter-5.txt	Wed Aug 30 21:32:44 2006 -0400
@@ -0,0 +1,2368 @@
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+| |-+  *Scattershot <http://www.indie-rpgs.com/forum/index.php?board=22.0>*
+| | |-+  *Part V: Peeling Back the Layers - The Real Deal
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.0>* 	« previous
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+
+Author 	Topic: Part V: Peeling Back the Layers - The Real Deal  (Read
+914 times)
+
+*Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
+Member
+
+Posts: 1363
+
+
+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=1122.msg10546#msg10546>
+*Part V: Peeling Back the Layers - The Real Deal
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg10546#msg10546>*
+« * on:* January 01, 2002, 08:43:00 PM »
+	
+
+------------------------------------------------------------------------
+January 24th, 2002 -
+
+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 and much of the terminology is in a state of flux, 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 very early on Tuesday, January 1st,
+2002.  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.
+
+So at last we come to the mechanics.  This is where we formalize the
+'flow of play' in support of emotionally engaging contextual thinking
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>.
+ We are going to examine primarily the Advanced Scattershot mechanics
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+across the whole range of 'Densities' from General to Mechanical
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+play.  We're going to fully formalize the process of passing who the
+Speaker
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> is
+during scenes
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+within a game into the communal language
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1> and
+mechanics of Scattershot.
+
+At its simplest level, the Scattershot mechanic is little more than a
+resolution system
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+with trimmings.  Every ability (or quality of any entity within a
+Scattershot game) is described by a Rating.  Before I talk about using
+these Ratings, I think I should describe 'how to get them.'
+
+Fat Points
+
+      Scattershot's point-based system requires that you 'buy' abilities
+      using character points, during character generation or evolution,
+      in order to take full advantage of them.  Since simplicity is one
+      of the design specifications and it is a point-based system, we
+      quickly decided that to raise any rating 1 point would cost 1
+      point.  This makes Scattershot's points 'worth more' than most
+      games (by a factor of 3, 5, or in some cases 10 or higher).
+
+      Some have suggested that this lacks a limit on the 'return on
+      investments.'  This is only an illusion.  Scattershot's die
+      mechanic (more in just a bit) creates a sigmoid graph (which means
+      more and more points give less and less improvement in probability
+      terms).  Also, when a player has more points to 'spend' there are
+      obviously more choices to make (Scattershot will have rather long
+      'laundry' lists of abilities to choose from - for players who
+      aren't interested in lists, it's not hard to make up abilities
+      instead of searching for them, the lists are mostly to help
+      players get inspired); this means that most of the time, these
+      points will tend to get 'spread out' more.
+
+      The second part of having a point-based system we do differently
+      is that there are no point cut-offs.  Instead of saying, "you only
+      have 30 points to spend," we point out that more points means a
+      character has a higher or broader efficacy in general.
+       Concentrations of points in a single ability means that a
+      character is expected to excel at (or be somewhat defined by) that
+      ability (like a gunfighter - who /should/ have a high 'quickdraw'
+      skill).  Based on this quality, the rest of the group can form a
+      quick understanding of 'how able' a character is and can play
+      accordingly.
+
+      All abilities (which does not /appear/ to include Stats) require
+      that at least one point (not including Free Skills1 - more on that
+      later) be spent on them in order that the character can make full
+      use of them (Stats /are/ the same except a 'hidden' point is spent
+      on each prior to character generation).  Abilities not 'spent
+      upon' can only be used at a 'default' rating (which means they
+      have certain functional restrictions).  Abilities are ranked from
+      Free1, to Easy, Intermediate, or Difficult (on up to Exceptional,
+      Renowned, Incredible, Nigh Impossible, and Legendary - this is
+      actually based on an explicit formulation of efficacy, see 'making
+      up your own abilities' below).
+
+      Free skills1 (which make up almost all of the Free abilities) are
+      included to cover things that are generally taken to 'flesh out' a
+      character (and have much higher 'starting' Ratings than other
+      abilities, as listed with each).  Rather than making things like
+      academic-based characters very expensive, they allow a broad range
+      of 'background' skills.  There is only a minor cost that accrues
+      for taking /many/ Free skills1.  All other abilities receive their
+      rank not by some arbitrary standard, but how they relate to one
+      and another in terms of efficacy in general and specifically how
+      they relate to the template abilities (that are used to create
+      additional material by the participants - see 'making up your own
+      abilities' below).  (Technically 'Free skills' do this too, but
+      the point cost is also 'hidden'.)
+
+      The Rating of an Easy ability is the 'points spent on it' plus 11,
+      Intermediate abilities are 'points plus 10,' Difficult is 'plus 9'
+      (and so on)².  (As an example, Superpowers are of Incredible rank,
+      but in the example powers - a fairly wide list - may be treated as
+      Difficult with a 'buy in' cost of 3 for Ratings purposes;
+      numerically the result is the same.)  Natural human range for all
+      abilities (Stats included) is 8-14 with a median of 10 (any rating
+      is possible, but a 15 means the character is at least superhuman
+      in that respect - and that may require additional explanation in
+      the character's description).[/list:u]What Do You Do with These
+      Ratings?
+
+            When an Instantaneous, Invoked
+            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+            Rating is 'checked³' for an Immediate action
+            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+            by an Individual
+            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>,
+            after determining the necessary rating, two ten-sided dice
+            are rolled and their sum* is subtracted from this rating (so
+            rolling lower is better).  The difference is called a MIB
+            (short for Made-It-By) number.  Rolling higher than the
+            Rating is a failure or MIB (Missed-It-By) number; a roll
+            equal to the rating has 'just made it.'  There are many
+            different types of Modifiers that can be applied to this
+            roll.  Beyond the familiar range, size, and opportunity
+            modifiers you would expect, there can also be Residual,
+            Scope, and Duration
+            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+            modifiers when the available ability is not a perfect match
+            for the needed action.
+
+            A MIB becomes a contested 'check3' by having any party who
+            is 'engaged' by the action actively resist it.  After the
+            modifiers are applied, both parties roll separate MIB
+            numbers, and then subtract the resistor's MIB number from
+            the MIB of the character performing the original action.
+             Sometimes the resistor's MIB number can be derived as
+            either a Reactive or Residual
+            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+            MIB number, depending on the circumstances.  The Resulting
+            MIB (or RMIB) number is used to determine the /quality/ of
+            the success of the action (just like the MIB number in an
+            uncontested roll).[/list:u]Taking Turns
+
+                  As I mentioned in the first installment
+                  <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>,
+                  Scattershot formalizes the 'flow of play,' especially
+                  at times of high emotion
+                  <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
+                   Just like the normal tendency to formalize play
+                  during cacophony
+                  <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
+                  Scattershot switches to a rigid play-order during
+                  Mechanical play
+                  <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
+                   A lot of game systems use complicated mechanics to
+                  create some kind of turn order related to the efficacy
+                  of combat-skilled characters.  For as much trouble as
+                  I have seen this cause, it never seems to be a
+                  reasonable return for such wargame inspired mechanics.
+
+                  During Mechanical play
+                  <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
+                  Scattershot does a very simple thing; play goes
+                  counter-clockwise around the group (play passes to
+                  your right once you have taken the turns for each of
+                  the characters you play).  Each time around the group
+                  is called a Round (simple huh?).  What about all those
+                  things complicated games capture with their turn-order
+                  mechanics?  Well, it seemed to us they were trying to
+                  emulate the kinds of advantages characters could have
+                  over each other in melee, so we created the Combat
+                  Advantage system (I'll come back to that later)
+                  instead.[/list:u]Who Goes First?
+
+                        Another feature that seemed to us a needless
+                        complication was all of those 'initiative'
+                        mechanics.  Ultimately, they only seem to
+                        mitigate who makes the actual 'first swing;'
+                        while that can have important consequences in
+                        fairly lethal systems, it seems to completely
+                        eliminate those tense and exciting 'leading up
+                        to combat' scenes.  The tense circling, the
+                        traded insults, having guns at the ready yet not
+                        wanting to 'make the first move.'  Looking at
+                        all these examples with an eye towards writing
+                        mechanics, I could only see one thing.  /The
+                        battle had already started./
+
+                        In the source material, sometimes it seemed like
+                        a mental battle, sometimes not, but it always
+                        'felt' like they were already using Mechanical
+                        play
+                        <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
+                         So how were they fighting without trading
+                        blows?  It looked like they were 'looking for an
+                        opening,' seeking the 'advantage,' or the like.
+                         (I'll get to Combat Advantage in a moment.)  If
+                        that is the case, /then/ who starts it?  That
+                        seemed simple, whoever first chooses to act as
+                        though battle is inevitable.  Whether it is the
+                        cowhand walking into the bar spoiling for a
+                        fight, savages springing from an ambush, the
+                        dandy striking with his white glove, or a pirate
+                        slowly drawing his cutlass from its scabbard,
+                        the character who makes the decision that battle
+                        is a foregone conclusion is the one who takes
+                        the first Mechanical play
+                        <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+                        turn; it's that simple.[/list:u]What about
+                        Bigger, Faster Combat?
+
+                              During Mechanical play
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
+                              scope is an important feature to keep
+                              track of.  Things like naval engagements,
+                              a battle like Waterloo, and those mass
+                              combat scenes from The Hobbit and
+                              Braveheart will only rarely have an
+                              Individual Scope aspect (and even then the
+                              battle itself is usually handled 'behind
+                              the scenes'
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>)
+                              and are usually only in Specific play
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
+                               Our mechanic for melee is, if the
+                              characters played by one participant
+                              outnumber the rest of the group /of
+                              players/, you will usually need to switch
+                              to a 'higher' level of Scope
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                              than Individual
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                              play.  This keeps things from 'bogging
+                              down' the pacing, like a battle against
+                              bad odds.  This also allows the system to
+                              simplify handling what I believe are
+                              called 'mooks' more easily.
+
+                              While we're talking about melee, I would
+                              like to describe a seemingly unique
+                              feature of Scattershot.  Now you probably
+                              don't imagine using Involved actions
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                              in Individual
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                              melee, but we have a way where it seems
+                              almost necessary.  To me, when a
+                              gunslinger sizes up his opponent, waits
+                              for them to 'twitch,' draws his gun, and
+                              fires as though he'd aimed; these four
+                              actions actually count as a single
+                              Involved action
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>.
+                               The same is true for those 'Hong Kong
+                              Martial Arts Theatre' movie moves, a whole
+                              flurry of actions that Scattershot treats
+                              as a single Involved action.  (Because of
+                              the nature of this contested action and
+                              how the actual landed blow is determined,
+                              Scattershot resolves this as a /series/ of
+                              die rolls between subject and actor.)
+
+                              When a character knows a martial art that
+                              includes any of these Involved
+                              <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                              sequences of actions and they have an
+                              opportunity to act, they may use one /as
+                              though it were a single action/.  In many
+                              cases, the literal sequence will be
+                              described by a loose 'script' that can be
+                              customized 'on the fly' during play.
+                               These sequences can be followed to their
+                              end, provided every component is fended
+                              off or the whole sequence is not
+                              interrupted (specific mechanics of
+                              interruption apply).[/list:u]How Do I
+                              Defend Myself?
+
+                                    In Scattershot, whenever someone
+                                    makes a melee action against your
+                                    character, the have 'engaged' them.
+                                     When your character is thus
+                                    engaged, you may Forfeit one of
+                                    their upcoming actions (if they have
+                                    any left this Round) and perform a
+                                    Reactive or defensive action with
+                                    its MIB roll.  (And performing such
+                                    a Forfeited action can be a lead in
+                                    to a flurry of actions, /by the
+                                    defender/, so be careful who you
+                                    engage, you might regret it.)  After
+                                    you have Forfeited both of your
+                                    character's actions, they may
+                                    perform nothing but 'free actions'
+                                    until the end of their next
+                                    turn.[/list:u]What was that about
+                                    Advantage?
+
+                                          During a melee, many things
+                                          happen, too many to easily
+                                          catalog as mechanics.  In
+                                          order to reflect the many,
+                                          varied ways that combatants
+                                          can shift the tide of battle,
+                                          we created the Combat
+                                          Advantage mechanic.  Basically
+                                          speaking, it is any action
+                                          that would result in a
+                                          Residual penalty
+                                          <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                                          against the opponent that your
+                                          character holds the Advantage
+                                          over.  Scattershot's
+                                          techniques discuss what can be
+                                          or should not be worthy of
+                                          creating this Residual penalty
+                                          <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>;
+                                          what kinds of actions will
+                                          create Advantage, what sorts
+                                          will support an Advantage, and
+                                          what one can do to erode
+                                          another's Advantage over you.
+                                           (I'm not going into the
+                                          specifics here unless requested.)
+
+                                          This mechanic of Combat
+                                          Advantage is what replaces
+                                          most other games' rules for
+                                          initiative and complex
+                                          turn-order rules (which, as
+                                          far as I can tell, only result
+                                          in some kind of advantage
+                                          anyway).[/list:u]What if I Miss?
+
+                                                In many cases during
+                                                Specific play
+                                                <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+                                                a roll might Miss-It-By
+                                                just a point or two.
+                                                 After the MIB number is
+                                                calculated, the
+                                                character's player may
+                                                opt to 'Buy a Success'
+                                                by changing one of the
+                                                parameters of the
+                                                attempt /after the
+                                                fact/.  Let's say an
+                                                auto mechanic
+                                                Missed-It-By 1 (often
+                                                just MIB -1), his player
+                                                can turn this failure
+                                                into a success by
+                                                changing the amount of
+                                                time it took, or by
+                                                requiring more parts and
+                                                thus cost (or both if
+                                                they Missed-It-By 2).  A
+                                                'bought' success is
+                                                never higher than 'just
+                                                making it.'  In
+                                                Mechanical play
+                                                <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
+                                                like melee, if a player
+                                                needs to 'Buy a Success'
+                                                they can do things like
+                                                give ground, yield
+                                                Combat Advantage, dive
+                                                for cover, or something
+                                                more descriptive like
+                                                going down on one knee
+                                                as long as the group
+                                                seems receptive to the
+                                                complication it creates.
+
+                                                If you can 'Buy a
+                                                Success,' why not be
+                                                able to 'Sell a
+                                                Success?'  The mechanic
+                                                for when you 'Sell a
+                                                Success' is called the
+                                                /±5 mechanic/.  To take
+                                                longer, you find the
+                                                duration on the UE Chart
+                                                <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                                                and then count up or
+                                                down 5 points.  This way
+                                                you can /add or
+                                                subtract/ to the amount
+                                                affected; 'extra' points
+                                                of success can also be
+                                                'spent' on Residual
+                                                modifiers.  You can
+                                                likewise 'buy' a point
+                                                of Combat Advantage
+                                                (which is of course just
+                                                another form of Residual
+                                                modifier
+                                                anyway).[/list:u]Critical
+                                                Junctures
+
+                                                      In setting up a
+                                                      game, the
+                                                      participants need
+                                                      to fix how 'epic'
+                                                      or 'over the top'
+                                                      they want to play.
+                                                       The primary way
+                                                      this is done is by
+                                                      adjusting the
+                                                      Critical Juncture
+                                                      Threshold.  The
+                                                      core suggested
+                                                      threshold is 7.
+                                                       This means
+                                                      whenever any
+                                                      modified MIB
+                                                      number is 7 or
+                                                      higher, the player
+                                                      of the character
+                                                      this 'goes
+                                                      against' is
+                                                      compelled to
+                                                      create a
+                                                      description of not
+                                                      only what has
+                                                      happened but must
+                                                      also indicate how
+                                                      this forms a
+                                                      turning point for
+                                                      their character.
+                                                       (I especially
+                                                      like the title
+                                                      character's first
+                                                      encounter with the
+                                                      Sheriff of
+                                                      Nottingham, in
+                                                      Robin Hood: Prince
+                                                      of Thieves.  Robin
+                                                      clearly scores a
+                                                      /Telling Blow/ -
+                                                      matching or
+                                                      exceeding the
+                                                      Critical Juncture
+                                                      Threshold of the
+                                                      game.  The
+                                                      Sheriff's player,
+                                                      rather than taking
+                                                      a horrible wound,
+                                                      describes a fatal
+                                                      attack on his
+                                                      vanity, taking on
+                                                      a new Disadvantage.)
+
+                                                      Likewise, if a
+                                                      player rolls a
+                                                      Missed-It-By
+                                                      number 7 or more
+                                                      points above the
+                                                      modified Rating
+                                                      used, they are
+                                                      also compelled to
+                                                      describe what kind
+                                                      of fantastic
+                                                      mistake occurs.
+                                                       This
+                                                      /Catastrophic
+                                                      Failure/ must also
+                                                      be something of a
+                                                      'turning point.'
+                                                       In contested
+                                                      rolls, a Telling
+                                                      Blow is only
+                                                      described when the
+                                                      RMIB /continues/
+                                                      to exceeds the
+                                                      Critical Juncture
+                                                      Threshold after
+                                                      being calculated.
+                                                       The Critical
+                                                      Juncture Threshold
+                                                      also controls a
+                                                      number of other
+                                                      features in the
+                                                      game.  For
+                                                      example, the total
+                                                      of the Critical
+                                                      Juncture number
+                                                      and Epic Value³
+                                                      (which limits the
+                                                      maximum length of
+                                                      Flurries of
+                                                      Action) must be
+                                                      ten or less (id
+                                                      est, in a game
+                                                      where the Critical
+                                                      Juncture is 6,
+                                                      then flurries may
+                                                      not exceed 4 in a
+                                                      row).  This keeps
+                                                      all the 'epic'
+                                                      qualities in line
+                                                      for a single
+                                                      game.[/list:u]/In
+                                                      Case I Forgot to
+                                                      Mention:/
+
+                                                            Uses of
+                                                            Types in
+                                                            Mechanical
+                                                            play
+                                                            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>:
+                                                            most
+                                                            abilities
+                                                            used will be
+                                                            Invoked
+                                                            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                                                            Ratings,
+                                                            what these
+                                                            affect is
+                                                            often
+                                                            limited by
+                                                            Magnitude
+                                                            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                                                            Ratings.
+                                                             'What gets
+                                                            affected'
+                                                            will
+                                                            frequently
+                                                            be a
+                                                            Resource
+                                                            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+                                                            Rating.
+
+                                                            For example,
+                                                            if your
+                                                            character
+                                                            /punches/
+                                                            mine (and
+                                                            they don't
+                                                            have a
+                                                            related
+                                                            melee
+                                                            skill), they
+                                                            will
+                                                            generate a
+                                                            MIB number
+                                                            based on an
+                                                            Invoked use
+                                                            of their
+                                                            Agility
+                                                            Stat.  If
+                                                            they have an
+                                                            unusually
+                                                            high
+                                                            Strength, in
+                                                            its
+                                                            Magnitude
+                                                            role, the
+                                                            Multiplier
+                                                            facet of the
+                                                            UE Chart
+                                                            will be
+                                                            indexed and
+                                                            that will
+                                                            multiply the
+                                                            RMIB.  This
+                                                            will be the
+                                                            /basic/
+                                                            damage which
+                                                            unless
+                                                            modified is
+                                                            taken from
+                                                            my Hit
+                                                            Points in
+                                                            their
+                                                            Resource
+                                                            role.
+                                                             Likewise,
+                                                            if your
+                                                            character
+                                                            wanted to
+                                                            throw a
+                                                            water tower
+                                                            on a burning
+                                                            building,
+                                                            their
+                                                            Strength
+                                                            indexed on
+                                                            the UE Chart
+                                                            would be
+                                                            compared to
+                                                            the
+                                                            estimated
+                                                            weight of
+                                                            the tower
+                                                            and the
+                                                            maximum
+                                                            throwing
+                                                            distance
+                                                            could be
+                                                            calculated.
+                                                             Because of
+                                                            the scope of
+                                                            the tower
+                                                            and the
+                                                            target,
+                                                            small
+                                                            amounts of
+                                                            error in the
+                                                            throw would
+                                                            be forgiven
+                                                            (using both
+                                                            scatter and
+                                                            'area of
+                                                            effect'
+                                                            mechanics).[/list:u]How
+                                                            is a
+                                                            Gamemaster
+                                                            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1080&forum=2&30>
+                                                            different in
+                                                            Mechanical
+                                                            play
+                                                            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>?
+
+                                                                  You
+                                                                  may
+                                                                  have
+                                                                  noticed
+                                                                  that
+                                                                  once
+                                                                  Mechanical
+                                                                  play
+                                                                  <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+                                                                  gets
+                                                                  going
+                                                                  it
+                                                                  quickly
+                                                                  becomes
+                                                                  impossible
+                                                                  to
+                                                                  tell
+                                                                  'who
+                                                                  started
+                                                                  it.'
+                                                                   The
+                                                                  only
+                                                                  problem
+                                                                  this
+                                                                  has
+                                                                  caused
+                                                                  had to
+                                                                  do
+                                                                  with
+                                                                  the
+                                                                  application
+                                                                  of
+                                                                  superhuman
+                                                                  speed
+                                                                  in our
+                                                                  superhero
+                                                                  mechanics.
+                                                                   The
+                                                                  solution
+                                                                  was to
+                                                                  have a
+                                                                  fair
+                                                                  number
+                                                                  of the
+                                                                  additional
+                                                                  actions
+                                                                  performed
+                                                                  immediately
+                                                                  before
+                                                                  the
+                                                                  gamemaster
+                                                                  (mostly
+                                                                  because,
+                                                                  by and
+                                                                  large,
+                                                                  they
+                                                                  are
+                                                                  taking
+                                                                  the
+                                                                  turns
+                                                                  of
+                                                                  more
+                                                                  individual,
+                                                                  and
+                                                                  non-player,
+                                                                  characters).
+                                                                   Other
+                                                                  than
+                                                                  that,
+                                                                  there
+                                                                  are no
+                                                                  real,
+                                                                  practical
+                                                                  differences.[/list:u]What
+                                                                  if I
+                                                                  Want
+                                                                  to
+                                                                  Make
+                                                                  Up My
+                                                                  Own
+                                                                  Abilities?
+
+                                                                        Scattershot
+                                                                        bases
+                                                                        every
+                                                                        ability
+                                                                        on
+                                                                        5
+                                                                        templates.
+                                                                         There
+                                                                        are
+                                                                        schedules
+                                                                        of
+                                                                        modifications
+                                                                        that
+                                                                        can
+                                                                        be
+                                                                        made
+                                                                        to
+                                                                        these
+                                                                        abilities,
+                                                                        but
+                                                                        those
+                                                                        modifications
+                                                                        are
+                                                                        rather
+                                                                        esoteric
+                                                                        and
+                                                                        are
+                                                                        kept
+                                                                        to
+                                                                        the
+                                                                        Advanced
+                                                                        Scattershot
+                                                                        mechanics
+                                                                        <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
+                                                                         In
+                                                                        keeping
+                                                                        with
+                                                                        the
+                                                                        design
+                                                                        specifications
+                                                                        of
+                                                                        Scattershot,
+                                                                        these
+                                                                        templates
+                                                                        are
+                                                                        paired
+                                                                        with
+                                                                        the
+                                                                        five
+                                                                        elements
+                                                                        (almost
+                                                                        everything
+                                                                        happens
+                                                                        to
+                                                                        be,
+                                                                        but
+                                                                        that
+                                                                        has
+                                                                        more
+                                                                        to
+                                                                        do
+                                                                        with
+                                                                        Scattershot's
+                                                                        universal
+                                                                        metaphysic
+                                                                        that
+                                                                        I
+                                                                        can
+                                                                        cover
+                                                                        if
+                                                                        anyone
+                                                                        is
+                                                                        interested).
+                                                                         Earth
+                                                                        matches
+                                                                        the
+                                                                        template
+                                                                        of
+                                                                        affecting
+                                                                        the
+                                                                        physical
+                                                                        nature
+                                                                        of
+                                                                        an
+                                                                        object,
+                                                                        Water
+                                                                        has
+                                                                        the
+                                                                        template
+                                                                        of
+                                                                        movement,
+                                                                        location,
+                                                                        and
+                                                                        time
+                                                                        manipulation,
+                                                                        Air's
+                                                                        template
+                                                                        manipulates
+                                                                        the
+                                                                        energy
+                                                                        of
+                                                                        a
+                                                                        subject
+                                                                        (including
+                                                                        spiritual),
+                                                                        Fire
+                                                                        manipulates
+                                                                        structure
+                                                                        and
+                                                                        relativity
+                                                                        (this
+                                                                        includes
+                                                                        information),
+                                                                        and
+                                                                        finally
+                                                                        Ether
+                                                                        is
+                                                                        relative
+                                                                        to
+                                                                        the
+                                                                        unusual
+                                                                        abilities
+                                                                        that
+                                                                        affect
+                                                                        the
+                                                                        'character'
+                                                                        of
+                                                                        a
+                                                                        subject
+                                                                        -
+                                                                        including
+                                                                        things
+                                                                        which
+                                                                        make
+                                                                        it
+                                                                        unique
+                                                                        or
+                                                                        unremarkable.
+                                                                         I
+                                                                        can
+                                                                        go
+                                                                        into
+                                                                        detail
+                                                                        if
+                                                                        necessary,
+                                                                        but
+                                                                        this
+                                                                        about
+                                                                        sums
+                                                                        it
+                                                                        up.[/list:u]I
+                                                                        hope
+                                                                        this
+                                                                        satisfies
+                                                                        everyone's
+                                                                        curiosity
+                                                                        over
+                                                                        Scattershot's
+                                                                        mechanics.
+                                                                         Feel
+                                                                        free
+                                                                        to
+                                                                        ask
+                                                                        for
+                                                                        clarifications,
+                                                                        I
+                                                                        am
+                                                                        planning
+                                                                        on
+                                                                        going
+                                                                        over
+                                                                        the
+                                                                        whole
+                                                                        series
+                                                                        in
+                                                                        better
+                                                                        detail
+                                                                        and
+                                                                        re-editing
+                                                                        almost
+                                                                        all
+                                                                        of
+                                                                        it.
+
+                                                                        Maybe
+                                                                        I
+                                                                        can
+                                                                        spell
+                                                                        out
+                                                                        the
+                                                                        techniques
+                                                                        of
+                                                                        play
+                                                                        that
+                                                                        make
+                                                                        use
+                                                                        of
+                                                                        these
+                                                                        mechanics.
+
+                                                                        ©2002
+                                                                        Impswitch
+                                                                        and
+                                                                        Fang
+                                                                        Langford
+                                                                        (who
+                                                                        will
+                                                                        get
+                                                                        around
+                                                                        to
+                                                                        tightening
+                                                                        this
+                                                                        up
+                                                                        eventually,
+                                                                        especially
+                                                                        with
+                                                                        feedback)
+
+                                                                        ¹
+                                                                        Free
+                                                                        skills
+                                                                        are
+                                                                        actually
+                                                                        free
+                                                                        until
+                                                                        quantity
+                                                                        is
+                                                                        built
+                                                                        up
+                                                                        with
+                                                                        them.
+                                                                         A
+                                                                        bargain
+                                                                        at
+                                                                        4
+                                                                        (taken
+                                                                        at
+                                                                        listed
+                                                                        levels)
+                                                                        for
+                                                                        every
+                                                                        point,
+                                                                        and
+                                                                        the
+                                                                        first
+                                                                        4
+                                                                        are
+                                                                        Free!
+                                                                         After
+                                                                        you
+                                                                        'pay'
+                                                                        for
+                                                                        them,
+                                                                        raising
+                                                                        them
+                                                                        is
+                                                                        normal
+                                                                        (1
+                                                                        for
+                                                                        1).
+                                                                         (Their
+                                                                        'actual
+                                                                        value'
+                                                                        falls
+                                                                        below
+                                                                        the
+                                                                        easy
+                                                                        threshold
+                                                                        because
+                                                                        of
+                                                                        their
+                                                                        limited
+                                                                        applicability.)
+
+                                                                        ²
+                                                                        A
+                                                                        character
+                                                                        may
+                                                                        have
+                                                                        a
+                                                                        specialization
+                                                                        in
+                                                                        a
+                                                                        Skill
+                                                                        by
+                                                                        simply
+                                                                        further
+                                                                        narrowing
+                                                                        what
+                                                                        it
+                                                                        affects.
+                                                                         This
+                                                                        compares
+                                                                        the
+                                                                        differences
+                                                                        in
+                                                                        Scopes
+                                                                        of
+                                                                        some
+                                                                        related
+                                                                        Skills.
+                                                                         For
+                                                                        example,
+                                                                        the
+                                                                        squad
+                                                                        level
+                                                                        engagement
+                                                                        skill³
+                                                                        compares
+                                                                        to
+                                                                        military
+                                                                        hand-to-hand³
+                                                                        in
+                                                                        the
+                                                                        same
+                                                                        fashion
+                                                                        as
+                                                                        an
+                                                                        M16
+                                                                        skill
+                                                                        (an
+                                                                        unlisted
+                                                                        specialization)
+                                                                        would
+                                                                        compare
+                                                                        to
+                                                                        the
+                                                                        rifle
+                                                                        skill.
+                                                                         Such
+                                                                        specialization
+                                                                        makes
+                                                                        a
+                                                                        skill
+                                                                        one
+                                                                        rank
+                                                                        'easier'
+                                                                        and
+                                                                        therefore
+                                                                        cheaper.
+
+                                                                        There
+                                                                        has
+                                                                        been
+                                                                        a
+                                                                        great
+                                                                        deal
+                                                                        of
+                                                                        controversy
+                                                                        on
+                                                                        the
+                                                                        modeling
+                                                                        of
+                                                                        talent
+                                                                        in
+                                                                        relation
+                                                                        to
+                                                                        training.
+                                                                         In
+                                                                        Scattershot
+                                                                        Talent
+                                                                        in
+                                                                        a
+                                                                        skill
+                                                                        costs
+                                                                        the
+                                                                        same
+                                                                        as
+                                                                        Training,
+                                                                        it's
+                                                                        only
+                                                                        differentiated
+                                                                        by
+                                                                        the
+                                                                        character's
+                                                                        description
+                                                                        and
+                                                                        history.
+                                                                         This
+                                                                        is
+                                                                        because,
+                                                                        without
+                                                                        a
+                                                                        point
+                                                                        cut-off,
+                                                                        there
+                                                                        is
+                                                                        not
+                                                                        much
+                                                                        need
+                                                                        for
+                                                                        complicated
+                                                                        pricing
+                                                                        mechanics.
+                                                                         (These
+                                                                        costs
+                                                                        can
+                                                                        be
+                                                                        mixed
+                                                                        as
+                                                                        well.)
+
+                                                                        ³
+                                                                        I
+                                                                        need
+                                                                        a
+                                                                        new
+                                                                        word
+                                                                        for
+                                                                        this
+                                                                        one.
+
+                                                                        *
+                                                                        Anyone
+                                                                        can
+                                                                        also
+                                                                        add
+                                                                        experience
+                                                                        dice
+                                                                        to
+                                                                        this
+                                                                        roll.
+                                                                         Experince
+                                                                        dice
+                                                                        are
+                                                                        six-sided
+                                                                        and
+                                                                        given
+                                                                        out
+                                                                        as
+                                                                        rewards
+                                                                        for
+                                                                        play
+                                                                        that
+                                                                        increases
+                                                                        the
+                                                                        enjoyment
+                                                                        of
+                                                                        the
+                                                                        game.
+                                                                         They
+                                                                        are
+                                                                        awarded
+                                                                        at
+                                                                        the
+                                                                        end
+                                                                        of
+                                                                        a
+                                                                        session
+                                                                        <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+                                                                        (by
+                                                                        gamemaster
+                                                                        <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+                                                                        choice,
+                                                                        group
+                                                                        vote,
+                                                                        or
+                                                                        other
+                                                                        technique
+                                                                        as
+                                                                        desired)
+                                                                        or
+                                                                        they
+                                                                        are
+                                                                        given
+                                                                        'on
+                                                                        the
+                                                                        spot'
+                                                                        where
+                                                                        and
+                                                                        when
+                                                                        any
+                                                                        participant
+                                                                        feels
+                                                                        that
+                                                                        someone
+                                                                        has
+                                                                        made
+                                                                        a
+                                                                        significant
+                                                                        contribution
+                                                                        to
+                                                                        their
+                                                                        (or
+                                                                        everyone's)
+                                                                        play
+                                                                        (when
+                                                                        other
+                                                                        than
+                                                                        the
+                                                                        gamemaster,
+                                                                        we
+                                                                        are
+                                                                        considering
+                                                                        if
+                                                                        a
+                                                                        'bowl
+                                                                        of
+                                                                        dice'
+                                                                        is
+                                                                        appropriate
+                                                                        or
+                                                                        if
+                                                                        players
+                                                                        should
+                                                                        use
+                                                                        only
+                                                                        their
+                                                                        own
+                                                                        on
+                                                                        the
+                                                                        chance
+                                                                        that
+                                                                        the
+                                                                        gamemaster
+                                                                        will
+                                                                        not
+                                                                        agree
+                                                                        and
+                                                                        refund
+                                                                        them
+                                                                        immediately).
+
+                                                                        Experience
+                                                                        dice
+                                                                        are
+                                                                        also
+                                                                        the
+                                                                        character
+                                                                        development
+                                                                        mechanic.
+                                                                         When
+                                                                        a
+                                                                        player
+                                                                        wishes
+                                                                        to
+                                                                        add
+                                                                        points
+                                                                        to
+                                                                        their
+                                                                        character
+                                                                        they
+                                                                        select
+                                                                        a
+                                                                        number
+                                                                        of
+                                                                        experience
+                                                                        dice
+                                                                        to
+                                                                        'roll
+                                                                        for
+                                                                        points.'
+                                                                         The
+                                                                        target
+                                                                        number
+                                                                        for
+                                                                        1
+                                                                        point
+                                                                        is
+                                                                        6,
+                                                                        for
+                                                                        two
+                                                                        it
+                                                                        is
+                                                                        10,
+                                                                        3
+                                                                        is
+                                                                        14,
+                                                                        and
+                                                                        4
+                                                                        is
+                                                                        18
+                                                                        (and
+                                                                        so
+                                                                        on
+                                                                        by
+                                                                        increments
+                                                                        of
+                                                                        4
+                                                                        per
+                                                                        point).
+                                                                         All
+                                                                        the
+                                                                        'wagered'
+                                                                        experience
+                                                                        dice
+                                                                        are
+                                                                        rolled
+                                                                        at
+                                                                        once
+                                                                        and
+                                                                        added
+                                                                        together
+                                                                        and
+                                                                        then
+                                                                        compared
+                                                                        to
+                                                                        the
+                                                                        target
+                                                                        numbers.
+
+                                                                        As
+                                                                        I
+                                                                        explained
+                                                                        in
+                                                                        this
+                                                                        thread
+                                                                        <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1068&forum=2>,
+                                                                        the
+                                                                        critical
+                                                                        juncture
+                                                                        number
+                                                                        and
+                                                                        the
+                                                                        'looseness'
+                                                                        of
+                                                                        the
+                                                                        supply
+                                                                        of
+                                                                        experience
+                                                                        dice
+                                                                        work
+                                                                        together
+                                                                        to
+                                                                        Transition
+                                                                        Scattershot
+                                                                        towards
+                                                                        more
+                                                                        Narrativist
+                                                                        play
+                                                                        (when
+                                                                        Critical
+                                                                        Juncture
+                                                                        is
+                                                                        low
+                                                                        and
+                                                                        Experience
+                                                                        Dice
+                                                                        are
+                                                                        plentiful)
+                                                                        or
+                                                                        towards
+                                                                        Gamist
+                                                                        play
+                                                                        (when
+                                                                        Critical
+                                                                        Juncture
+                                                                        is
+                                                                        high
+                                                                        and
+                                                                        Experience
+                                                                        Dice
+                                                                        are
+                                                                        scarce).
+                                                                         You'll
+                                                                        note
+                                                                        that
+                                                                        in
+                                                                        character
+                                                                        development,
+                                                                        often
+                                                                        regarded
+                                                                        as
+                                                                        a
+                                                                        Gamist
+                                                                        mechanic,
+                                                                        Experience
+                                                                        Dice
+                                                                        become
+                                                                        more
+                                                                        valuable
+                                                                        because
+                                                                        of
+                                                                        scarcity.
+
+	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>
+
+*Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
+Member
+
+Posts: 1363
+
+
+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=1122.msg12189#msg12189>
+*Finally Editted - Whoops
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12189#msg12189>*
+« *Reply #1 on:* January 24, 2002, 03:05:15 PM »
+	
+
+------------------------------------------------------------------------
+Well, I finally got around to editting the beast.
+
+And I found a whole section missing.  The 'rules of engagement' are now
+in place and make the following-action stuff look a little more worthwhile.
+
+Thanks for the patience.
+
+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>
+
+*contracycle
+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>*
+Member
+
+Posts: 2392
+
+
+View Profile
+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>
+	
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12216#msg12216>
+*Part V: Peeling Back the Layers - The Real Deal
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12216#msg12216>*
+« *Reply #2 on:* January 25, 2002, 03:26:46 AM »
+	
+
+------------------------------------------------------------------------
+Say Fang, you've never worked for Last Unicorn games, have you ;)
+	Logged
+
+------------------------------------------------------------------------
+Impeach the bomber boys:
+www.impeachblair.org <http://www.impeachblair.org>
+www.impeachbush.org <http://www.impeachbush.org>
+
+"He who loves practice without theory is like the sailor who boards ship
+without a rudder and compass and never knows where he may cast."
+- Leonardo da Vinci
+
+*Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
+Member
+
+Posts: 1363
+
+
+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=1122.msg12227#msg12227>
+*Last Unicorn Games?
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12227#msg12227>*
+« *Reply #3 on:* January 25, 2002, 06:29:24 AM »
+	
+
+------------------------------------------------------------------------
+Quote from: contracycle
+Say Fang, you've never worked for Last Unicorn games, have you ;)
+
+No.  Why?  (He said with much confusion.)
+
+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>
+
+*contracycle
+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>*
+Member
+
+Posts: 2392
+
+
+View Profile
+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>
+	
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12230#msg12230>
+*Part V: Peeling Back the Layers - The Real Deal
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12230#msg12230>*
+« *Reply #4 on:* January 25, 2002, 06:40:20 AM »
+	
+
+------------------------------------------------------------------------
+They're (in)famous for reinventing terminology to the point of
+obscurantism.  I was just struck by how many terms you have to get to
+follow the description.
+	Logged
+
+------------------------------------------------------------------------
+Impeach the bomber boys:
+www.impeachblair.org <http://www.impeachblair.org>
+www.impeachbush.org <http://www.impeachbush.org>
+
+"He who loves practice without theory is like the sailor who boards ship
+without a rudder and compass and never knows where he may cast."
+- Leonardo da Vinci
+
+*RobMuadib <http://www.indie-rpgs.com/forum/index.php?action=profile;u=96>*
+Member
+
+Posts: 230
+
+
+<callto://robmuadib/>
+View Profile
+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=96> WWW
+<http://www.wildmusegames.com>
+	
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12253#msg12253>
+*[SCATTERSHOT:V] Peeling Back the Layers, The Actual Mechanix
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12253#msg12253>*
+« *Reply #5 on:* January 25, 2002, 09:32:14 AM »
+	
+
+------------------------------------------------------------------------
+Quote from: Le Joueur
+
+So at last we come to the mechanics.  This is where we formalize the
+'flow of play' in support of emotionally engaging contextual thinking
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>.
+ We are going to examine primarily the Advanced Scattershot mechanics
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+across the whole range of 'Densities' from General to Mechanical
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+play.  We're going to fully formalize the process of passing who the
+Speaker
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> is
+during scenes
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+within a game into the communal language
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1> and
+mechanics of Scattershot.
+
+
+Well, I thought I would chime in here a bit, partially as a response to
+contracyles post below. Specifically, on the idea of the steeper
+learning curve associated with a game that fully quantifies it's game
+language, and largely makes it a requirement to learn.
+
+First, all RPGs are in effect Formal Languages, in the way that computer
+programming languages are. These formal languages exist to enable us to
+engage in the three elements of Story, Game, and Role.
+
+Now, most games that have been written so far, leave large amounts of
+this formal language implicit, or reserve it's use to certain empowered
+players.
+
+Now, in the first case, you lose the easy means to express and utilize
+the elements of the formal language that are assumed/implicit, those
+creating a system with which the players largely give short shrift to
+those elements Story/Game/Role which are left implicit. In the second,
+you create a class of highly empowered players, who because they have
+access to these Guide mechanics, have greater control over the
+experience of the players that don't.
+
+Thus, I believe that making the mechanics explicit and "democratizing"
+them leads to the ability for all players to be empowered and thus have
+greater ability to engage the elements of Story/Game/Role they find most
+compelling.  
+
+(This is newish thinking on my part that has developed from my X-styles
+and XXX RPG theory thread in the GNS discussion forum)
+
+Quote from: Le Joueur
+
+At its simplest level, the Scattershot mechanic is little more than a
+resolution system
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+with trimmings.  Every ability (or quality of any entity within a
+Scattershot game) is described by a Rating.  Before I talk about using
+these Ratings, I think I should describe 'how to get them.'
+
+
+again I like this thinking, as it mirrors the methodology I am using in
+design of my own game. That getting the players to learn to use game
+language, and make that language "abstractionist" and high-level, so it
+is powerful and easy to use, is GOOD. Powerful Formalized Game Language
+GOOD!
+
+
+Quote from: Le Joueur
+
+Fat Points
+
+      Scattershot's point-based system requires that you 'buy' abilities
+      using character points, during character generation or evolution,
+      in order to take full advantage of them.  Since simplicity is one
+      of the design specifications and it is a point-based system, we
+      quickly decided that to raise any rating 1 point would cost 1
+      point.  This makes Scattershot's points 'worth more' than most
+      games (by a factor of 3, 5, or in some cases 10 or higher).
+
+      Some have suggested that this lacks a limit on the 'return on
+      investments.'  This is only an illusion.  Scattershot's die
+      mechanic (more in just a bit) creates a sigmoid graph (which means
+      more and more points give less and less improvement in probability
+      terms).  Also, when a player has more points to 'spend' there are
+      obviously more choices to make (Scattershot will have rather long
+      'laundry' lists of abilities to choose from - for players who
+      aren't interested in lists, it's not hard to make up abilities
+      instead of searching for them, the lists are mostly to help
+      players get inspired); this means that most of the time, these
+      points will tend to get 'spread out' more.
+
+      The second part of having a point-based system we do differently
+      is that there are no point cut-offs.  Instead of saying, "you only
+      have 30 points to spend," we point out that more points means a
+      character has a higher or broader efficacy in general.
+       Concentrations of points in a single ability means that a
+      character is expected to excel at (or be somewhat defined by) that
+      ability (like a gunfighter - who /should/ have a high 'quickdraw'
+      skill).  Based on this quality, the rest of the group can form a
+      quick understanding of 'how able' a character is and can play
+      accordingly.
+
+
+
+One problem I have on this thinking, while true for normal abilities that
+define an ability to succeed at something, there is a diminished return
+for each greater investment. But what about abilities such as super
+powers and such, ones which are applications of a UE derived Value.
+
+Since they are based on a Geometric progression. Having unlimited points
+to spend on the "effect" portion means a player could create a character
+that can destroy planets and all while someone else might have just made
+batman. How do you adress this, Self-established limits?
+
+This is interesting to me, since I plan to use a scaled triangular
+progression for establishing Trait Score costs. Where a triangular
+progression means it costs you a number of points equal to the sum of
+the values up and including the Score being purchased - i.e. a Score of
+1 costs 1, a Score of 2 (1+2), 3, a Score of 3 costs (1+2+3), 6, Score
+of 4 costs (1+2+3+4), 10, a score of 5 costs (1+2+3+4+5), 15, etc.
+
+This doesn't result in a shortchange in either Basis Traits or Proficiency,
+despite the diminishing returns in your chance of Binary Success, as
+higher Trait Scores offer a geometric increase in related Values, and a
+Linear increase in scaled ability. For Proficiency, although your Binary
+Success is subject to diminishing returns, the magnitudes of your
+Success scale linearly. (and thus require a geometrically increasing
+cost to achieve.)
+
+This occurs because of the way I determine Success/Effect ratings. Which
+I will show when I post an examination of my mechanics, which I plan to
+do later today.
+
+
+Quote from: Le Joueur
+
+What Do You Do with These Ratings?
+
+      When an Instantaneous, Invoked
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+      Rating is 'checked³' for an Immediate action
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+      by an Individual
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>,
+      after determining the necessary rating, two ten-sided dice are
+      rolled and their sum* is subtracted from this rating (so rolling
+      lower is better).  The difference is called a MIB (short for
+      Made-It-By) number.  Rolling higher than the Rating is a failure
+      or MIB (Missed-It-By) number; a roll equal to the rating has 'just
+      made it.'  There are many different types of Modifiers that can be
+      applied to this roll.  Beyond the familiar range, size, and
+      opportunity modifiers you would expect, there can also be
+      Residual, Scope, and Duration
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+      modifiers when the available ability is not a perfect match for
+      the needed action.
+
+
+
+I like this idea of allowing of success out of failure. Seems like a
+good mechanic, especially when trying to emphasize story elements. This
+is somewhat novel approach. I have seen modifiers applied for
+hurrying/Taking extra time on an Act, but this is first I've really seen
+anyone use a reverse application of it. Pretty slick.
+
+My only caveat would to be label "optional" in that, it that it could
+cause short shrift to Roleist elements for people who want to emphasize
+it. Hardcore "Sim" play being the classic example, and possibly Gameist
+play as well. Imagine the following exchange.
+
+"Hah, you failed, prepare to die dewd."
+"Wait!, <rules ouija by desperate Gameist player to snatch victory from
+the jaws of defeat."
+"What? that sucks, pulling some lame rule out of your ass just so you
+won't lose.""
+
+Quote from: Le Joueur
+
+Taking Turns
+
+      As I mentioned in the first installment
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&1>,
+      Scattershot formalizes the 'flow of play,' especially at times of
+      high emotion
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
+       Just like the normal tendency to formalize play during cacophony
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
+      Scattershot switches to a rigid play-order during Mechanical play
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
+       A lot of game systems use complicated mechanics to create some
+      kind of turn order related to the efficacy of combat-skilled
+      characters.  For as much trouble as I have seen this cause, it
+      never seems to be a reasonable return for such wargame inspired
+      mechanics.
+
+            In many cases during Specific play
+            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+            a roll might Miss-It-By just a point or two.  After the MIB
+            number is calculated, the character's player may opt to 'Buy
+            a Success' by changing one of the parameters of the attempt
+            /after the fact/.  Let's say an auto mechanic Missed-It-By 1
+            (often just MIB -1), his player can turn this failure into a
+            success by changing the amount of time it took, or by
+            requiring more parts and thus cost (or both if they
+            Missed-It-By 2).  A 'bought' success is never higher than
+            'just making it.'  In Mechanical play
+            <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>,
+            like melee, if a player needs to 'Buy a Success' they can do
+            things like give ground, yield Combat Advantage, dive for
+            cover, or something more descriptive like going down on one
+            knee as long as the group seems receptive to the
+            complication it creates.
+
+
+
+I am going to agree to disagree with you, well done initiative systems,
+provide a nice modeling of factors resulting in very tense involved
+Gameist gameplay.
+
+The best example of such being the Semi-simultaneous action count system
+of the Phoenix Command Small Arms system. (an idea I am ripping off for
+my game, but only for the Tactical Combat rules, :))
+Where moving into the open at the wrong time, or being caught
+flat-footed out of cover has obvious and crushing results. And catching
+some poor bastard looking around being uncatious with a short burst, as
+you wait in a Kneeling firing stance around solid cover, is SO satisfying!
+
+(what can I say, I like to play FPS on the computer too. Oh yeah, that
+reminds me of one of my classic mantras, someone needs to convert
+Phoenix command to a computer moderated version that would be sweet!)
+
+Quote from: Le Joueur
+
+If you can 'Buy a Success,' why not be able to 'Sell a Success?'  The
+mechanic for when you 'Sell a Success' is called the /±5 mechanic/.  To
+take longer, you find the duration on the UE Chart
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0> and
+then count up or down 5 points.  This way you can /add or subtract/ to
+the amount affected; 'extra' points of success can also be 'spent' on
+Residual modifiers.  You can likewise 'buy' a point of Combat Advantage
+(which is of course just another form of Residual modifier anyway).
+ [/list:u]
+
+
+Again, I like this, it's a clever reverse application of the handiness
+of a UE Scale type deal. Also one I haven't seen before, as I mentioned
+above.
+Also, such Success Shifting can be a good tool to support Storyist goals.
+Which should gain you brownie points around here:)
+
+My only point would be to express it's Storyist leanings, or not, as Ron
+mentioned in a different thread, your game nicely features lots of
+Storyist supporting mechanics.
+
+Quote from: Le Joueur
+
+Critical Junctures
+
+      In setting up a game, the participants need to fix how 'epic' or
+      'over the top' they want to play.  The primary way this is done is
+      by adjusting the Critical Juncture Threshold.  The core suggested
+      threshold is 7.  This means whenever any modified MIB number is 7
+      or higher, the player of the character this 'goes against' is
+      compelled to create a description of not only what has happened
+      but must also indicate how this forms a turning point for their
+      character.  (I especially like the title character's first
+      encounter with the Sheriff of Nottingham, in Robin Hood: Prince of
+      Thieves.  Robin clearly scores a /Telling Blow/ - matching or
+      exceeding the Critical Juncture Threshold of the game.  The
+      Sheriff's player, rather than taking a horrible wound, describes a
+      fatal attack on his vanity, taking on a new Disadvantage.)
+
+      Likewise, if a player rolls a Missed-It-By number 7 or more points
+      above the modified Rating used, they are also compelled to
+      describe what kind of fantastic mistake occurs.  This
+      /Catastrophic Failure/ must also be something of a 'turning
+      point.'  In contested rolls, a Telling Blow is only described when
+      the RMIB /continues/ to exceeds the Critical Juncture Threshold
+      after being calculated.  The Critical Juncture Threshold also
+      controls a number of other features in the game.  For example, the
+      total of the Critical Juncture number and Epic Value³ (which
+      limits the maximum length of Flurries of Action) must be ten or
+      less (id est, in a game where the Critical Juncture is 6, then
+      flurries may not exceed 4 in a row).  This keeps all the 'epic'
+      qualities in line for a single game.[/list:u]
+
+
+
+Again, I really like these ideas, reminds me of some of the Reality
+Rules I have in my game, whereby the outrageouness of results is tied to
+the "Reality" being simulated. Though in my take it is in support of
+Roleist, rather than Storyist goals.
+
+Like I mentioned in earlier threads, I am finding it interesting how we
+have hit upon similar design metholodigies, but where your design is
+heavier on Storyist supporting mechanics, mine is heavier on Roleist
+supporting mechanics.
+
+Either way, both are helping me to develop my thinking on my new XXX rpg
+theory stuff.
+
+Quote from: Le Joueur
+
+/In Case I Forgot to Mention:/
+
+      Uses of Types in Mechanical play
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>:
+      most abilities used will be Invoked
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+      Ratings, what these affect is often limited by Magnitude
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+      Ratings.  'What gets affected' will frequently be a Resource
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1096&forum=2&0>
+      Rating.
+
+
+
+Oh, I am reminded of something in Contracycles post regarding your
+terminology. Invoked is probably overly-obfuscated. In terms of previous
+design, Acting/Opposing or Action/Reaction might be a clearer term.
+Invoked is not as intuitive and heavier on the formal side in your
+Formal Language. Magnitude is pretty good, as it is fairly intuitive.
+
+Quote from: Le Joueur
+
+For example, if your character /punches/ mine (and they don't have a
+related melee skill), they will generate a MIB number based on an
+Invoked use of their Agility Stat.  If they have an unusually high
+Strength, in its Magnitude role, the Multiplier facet of the UE Chart
+will be indexed and that will multiply the RMIB.  This will be the
+/basic/ damage which unless modified is taken from my Hit Points in
+their Resource role.  Likewise, if your character wanted to throw a
+water tower on a burning building, their Strength indexed on the UE
+Chart would be compared to the estimated weight of the tower and the
+maximum throwing distance could be calculated.  Because of the scope of
+the tower and the target, small amounts of error in the throw would be
+forgiven (using both scatter and 'area of effect' mechanics).[/list:u]
+
+
+I am a big proponent of the niftiness of the use of a Value Scale, it
+provides lots of concrete values and detail, while still being fairly
+high-level and abstracted enough to use easily. As opposed to lots of
+gurps like calcuation of specific values with lots of multiplication and
+no easy way to convert between results and such.
+
+Quote from: Le Joueur
+
+      You may have noticed that once Mechanical play
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+      gets going it quickly becomes impossible to tell 'who started it.'
+       The only problem this has caused had to do with the application
+      of superhuman speed in our superhero mechanics.  The solution was
+      to have a fair number of the additional actions performed
+      immediately before the gamemaster (mostly because, by and large,
+      they are taking the turns of more individual, and non-player,
+      characters).  Other than that, there are no real, practical
+      differences.[/list:u]
+
+
+
+One case where effective initiative mechanics do make a useful
+apperance, though a very limited case. Again, given the Storyist
+leanings of your system that I see, sounds pretty good.
+
+
+Quote from: Le Joueur
+
+What if I Want to Make Up My Own Abilities?
+
+      Scattershot bases every ability on 5 templates.  There are
+      schedules of modifications that can be made to these abilities,
+      but those modifications are rather esoteric and are kept to the
+      Advanced Scattershot mechanics
+      <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.
+       In keeping with the design specifications of Scattershot, these
+      templates are paired with the five elements (almost everything
+      happens to be, but that has more to do with Scattershot's
+      universal metaphysic that I can cover if anyone is interested).
+       Earth matches the template of affecting the physical nature of an
+      object, Water has the template of movement, location, and time
+      manipulation, Air's template manipulates the energy of a subject
+      (including spiritual), Fire manipulates structure and relativity
+      (this includes information), and finally Ether is relative to the
+      unusual abilities that affect the 'character' of a subject -
+      including things which make it unique or unremarkable.  I can go
+      into detail if necessary, but this about sums it up.[/list:u]I
+      hope this satisfies everyone's curiosity over Scattershot's
+      mechanics.  Feel free to ask for clarifications, I am planning on
+      going over the whole series in better detail and re-editing almost
+      all of it.
+
+
+
+This sounds pretty interesting, and again follows some of the stuff I
+have been doing in my design, which is focused on getting the players to use
+the Design Architectures to build worlds in its universe, The Million
+Worlds (TM)
+
+
+Quote from: Le Joueur
+
+² A character may have a specialization in a Skill by simply further
+narrowing what it affects.  This compares the differences in Scopes of
+some related Skills.  For example, the squad level engagement skill³
+compares to military hand-to-hand³ in the same fashion as an M16 skill
+(an unlisted specialization) would compare to the rifle skill.  Such
+specialization makes a skill one rank 'easier' and therefore cheaper.
+
+
+A good way to make skill use simple while still allowing for detail. I
+go significantly further by using a Cumulative Skill Tree where
+Proficiency is
+determined from the sum of one of each of the character's relevant
+Skills,Specialties, and Familiarities.
+
+as for names, the military Hand-to-Hand is covered in army field manual
+FM21-150 Combatives. Perhaps simply Close Combat (squad) and Close
+Combat (individual).
+
+
+Quote from: Le Joueur
+
+There has been a great deal of controversy on the modeling of talent in
+relation to training.  In Scattershot Talent in a skill costs the same
+as Training, it's only differentiated by the character's description and
+history.  This is because, without a point cut-off, there is not much
+need for complicated pricing mechanics.  (These costs can be mixed as well.)
+
+ I will discuss this more when I post a summary of my Outcome Test
+mechanic for review.
+
+Quote from: Le Joueur
+
+³ I need a new word for this one. (Check)
+
+Hmm, instead of contested Check, how about simply calling it a
+Challenge, (Since it is effectively the default way your resolve
+actions), and call the limited case of static uses a Simple Challenge.
+
+For instance, when a instaneous [Action] Rating is Challenged, you make
+a Challenge roll by rolling 2d10 and comparing the your MIB # to the
+Challenge roll of your Opponent ... etc, Or, in the case of a Simple
+Challenge of a Rating, you make a Challenge Roll, modifying the Rating
+for difficulty. Your MIB from the Challenge of your Effective Rating is used
+directly to determine your RMIB, ... etc.
+
+
+Quote from: Le Joueur
+
+* Anyone can also add experience dice to this roll.  Experince dice are
+six-sided and given out as rewards for play that increases the enjoyment
+of the game.  They are awarded at the end of a session
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> (by
+gamemaster
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>
+choice, group vote, or other technique as desired) or they are given 'on
+the spot' where and when any participant feels that someone has made a
+significant contribution to their (or everyone's) play (when other than
+the gamemaster, we are considering if a 'bowl of dice' is appropriate or
+if players should use only their own on the chance that the gamemaster
+will not agree and refund them immediately).
+
+Experience dice are also the character development mechanic.  When a
+player wishes to add points to their character they select a number of
+experience dice to 'roll for points.'  The target number for 1 point is
+6, for two it is 10, 3 is 14, and 4 is 18 (and so on by increments of 4
+per point).  All the 'wagered' experience dice are rolled at once and
+added together and then compared to the target numbers.
+
+As I explained in this thread
+<http://www.indie-rpgs.com/forum/viewtopic.php?topic=1068&forum=2>, the
+critical juncture number and the 'looseness' of the supply of experience
+dice work together to Transition Scattershot towards more Narrativist
+play (when Critical Juncture is low and Experience Dice are plentiful)
+or towards Gamist play (when Critical Juncture is high and Experience
+Dice are scarce).  You'll note that in character development, often
+regarded as a Gamist mechanic, Experience Dice become more valuable
+because of scarcity.
+
+
+I like this tailoring methodolgy you have set-up, and I see why Ron
+found your game interesting in terms of the Transitional effects of
+being able to tune towards Storyist or Gamist roles.
+
+Anyway, that should be enough to keep you reading for a while, for my
+next trick I will post a summary of my mechanics and discuss how they
+represent more Roleist game language.
+	Logged
+
+------------------------------------------------------------------------
+Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
+kwisatzhaderach@wildmusegames.com
+<mailto:kwisatzhaderach@wildmusegames.com> --   
+"But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune
+(The Movie - 1980)
+
+*Rob*
+Guest
+
+
+Email <mailto:>
+	
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12378#msg12378>
+*[SCATTERSHOT:V] Peeling Back the Layers, The Actual Mechanix
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12378#msg12378>*
+« *Reply #6 on:* January 28, 2002, 05:48:15 AM »
+	
+
+------------------------------------------------------------------------
+Quote from: RobMuadib
+
+Where moving into the open at the wrong time, or being caught
+flat-footed out of cover has obvious and crushing results. And catching
+some poor bastard looking around being uncatious with a short burst, as
+you wait in a Kneeling firing stance around solid cover, is SO satisfying!
+
+
+I know, I got two in a row like that in CountrStrike over the weekend.
+;)  Well actually I was the short arm on an L-shaped ambush.
+
+Quote
+
+(what can I say, I like to play FPS on the computer too. Oh yeah, that
+reminds me of one of my classic mantras, someone needs to convert
+Phoenix command to a computer moderated version that would be sweet!)
+
+
+Well, if you've not tried CS, you should.
+
+We now return you to your regularly scheduled Scattershot thread.
+	Logged
+
+*contracycle
+<http://www.indie-rpgs.com/forum/index.php?action=profile;u=109>*
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+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12379#msg12379>
+*Part V: Peeling Back the Layers - The Real Deal
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12379#msg12379>*
+« *Reply #7 on:* January 28, 2002, 05:51:24 AM »
+	
+
+------------------------------------------------------------------------
+Weird, thats my post above.  Hmm.
+	Logged
+
+------------------------------------------------------------------------
+Impeach the bomber boys:
+www.impeachblair.org <http://www.impeachblair.org>
+www.impeachbush.org <http://www.impeachbush.org>
+
+"He who loves practice without theory is like the sailor who boards ship
+without a rudder and compass and never knows where he may cast."
+- Leonardo da Vinci
+
+*Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
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+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12668#msg12668>
+*[SCATTERSHOT:V] Peeling Back the Layers, The Actual Mechanix
+<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12668#msg12668>*
+« *Reply #8 on:* February 01, 2002, 08:16:02 PM »
+	
+
+------------------------------------------------------------------------
+Quote from: RobMuadib
+One problem I have on this thinking, while true for normal abilities
+that define an ability to succeed at something, there is a diminished
+return for each greater investment. But what about abilities such as
+super powers and such, ones which are applications of a UE derived Value.
+
+Since they are based on a Geometric progression. Having unlimited points
+to spend on the "effect" portion means a player could create a character
+that can destroy planets and all while someone else might have just made
+batman. How do you address this, Self-established limits?
+
+I know the I-V stuff is terribly laden with designer notes, so I can
+understand what's happening here.  You're confusing the ability Rating
+with the effect's Magnitude.
+
+This was one of the earliest compromises we made to mathematics, you
+need two numbers to model enough situations for our satisfaction.  It
+didn't follow that you'd be better and better at doing something as you
+became more powerful.  Where would you model people who had fantastic
+power but lousy control or vice versa?  That's why almost all Ratings
+have a Magnitude (for skills the Magnitude is 'hidden' by having each
+skill define its own parameters).  Superpower, magic, and et cetera are
+linked to the Power Stat.  The only Ratings that do not have Magnitudes
+are the Stats themselves (and actually, in most cases, they function /as
+their own/ Magnitudes - and this is the only case of that).
+
+What does that mean?  Well because of the sigmoid graph of probabilities
+associated with a 'this number or less' roll of dice, the more points
+you spend, the less return there is.  For example; if you have an
+Invoked Rating of 15, the chances of succeeding on an unmodified *MIB*
+roll is 85% (god, I love calculating with 2 ten-siders). Spend a point
+(going up to 16) and that becomes 90%.  If it were linear, another point
+would get you 5% more, but it doesn''t.  (17 is 94%, 18 is 97%, and 19
+is 99%.)  This is diminishing return.
+
+With Magnitude Ratings, it works geometrically.  Weight on the UE Chart
+can be calculated (if you don't like charts) at 3 times the Rating
+squared in pounds.  For a Magnitude Rating of 40 (40 x 40 x 3), that
+would be 4,800 pounds, just under 2½ tons.  Adding 10 points makes it
+7,500 pounds, a 56% increase.  Adding 10 more is 10,800 pounds, another
+69% (compared to the original).
+
+As you can see, turning the Magnitude up to the point where planets get
+destroyed becomes both cost prohibitive, and bloody obvious.  As I
+described in another thread, what follows this part of character
+creation is more-or-less negotiations on the part of the players to
+reach an idea of what kind of game they all want to take part in.  I
+will be formalizing that exact process, when I /find those damn notes!/
+ It isn't precisely about establishing limits, it has to do with shared
+expectations.
+
+Quote from: RobMuadib
+This doesn't result in a shortchange in either Basis Traits or
+Proficiency, despite the diminishing returns in your chance of Binary
+Success, as higher Trait Scores offer a geometric increase in related
+Values, and a Linear increase in scaled ability. For Proficiency,
+although your Binary Success is subject to diminishing returns, the
+magnitudes of your Success scale linearly. (and thus require a
+geometrically increasing cost to achieve.)
+
+We took the opposite approach (if I am reading this correctly).  Our
+'proficiency' scales with diminishing returns (see above), and our
+magnitudes scale geometrically.  The UE Chart is rarely about the
+magnitude of success and more about the magnitude of success attempted.
+ Strength doesn't even require a roll unless you're doing something
+'chancy,' you simply are able to lift Strength squared times 3 pounds.
+
+The only time success is scaled by the UE Chart is for things like
+attacks; an attack superpower 'powered' by a Power of 40 has a
+'multiplier' of 16; after the *RMIB* is determined you multiply it by 16
+(so an *RMIB* of 4 nets 64 points of basic damage).  The multiplier is
+static (and in a game with a Critical Juncture number of 5, you would
+only need to note these values to avoid in-play calculation: 16, 32, 48,
+and 64, because anything higher would be a Telling Blow).
+
+Quote from: RobMuadib
+I like this idea of allowing of success out of failure. Seems like a
+good mechanic, especially when trying to emphasize story elements. This
+is somewhat novel approach. I have seen modifiers applied for
+hurrying/Taking extra time on an Act, but this is first I've really seen
+anyone use a reverse application of it. Pretty slick.
+
+My only caveat would to be label "optional" in that, it that it could
+cause short shrift to Roleist elements for people who want to emphasize
+it. Hardcore "Sim" play being the classic example, and possibly Gameist
+play as well. Imagine the following exchange.
+
+"Hah, you failed, prepare to die dewd."
+"Wait!, <rules ouija by desperate Gameist player to snatch victory from
+the jaws of defeat."
+"What? that sucks, pulling some lame rule out of your ass just so you
+won't lose."
+
+Actually, it doesn't need to be optional.  Sooner or later, the Gamist
+player will run out of the resources necessary to 'put off' losing.
+ (You can only overdraw your 'adharmic bank account' so much before it
+'comes back to haunt you.')
+
+Quote from: RobMuadib
+I am going to agree to disagree with you, well done initiative systems,
+provide a nice modeling of factors resulting in very tense involved
+Gameist gameplay.
+
+Where moving into the open at the wrong time, or being caught
+flat-footed out of cover has obvious and crushing results. And catching
+some poor bastard looking around being incautious with a short burst, as
+you wait in a Kneeling firing stance around solid cover, is SO satisfying!
+
+You seem a little confused my friend.  Scattershot is not without a
+initiative system.  It has a pretty sophisticated one actually.  What it
+lacks is a randomized 'who strikes first' system.  It also does not take
+away 'first strike' from those who have the initiative due to the
+direction of the narrative.
+
+As far as I am concerned, systems that games have called 'initiative
+systems' are actually some attempt to collapse the detail of who gets
+the upper hand in a battle into obscure, wargame-like number-based
+mechanics.  Instead of awarding 'first strike' as the only means of
+modelling the upper hand, we have the Combat Advantage system.  It's
+another of my 'favorite bits' in Scattershot.  Now that I have the 'just
+the mechanix' up; why don't you read it and tell me what you think?
+
+Your example would never work in a 'who goes first' mechanic (well it
+might, but only because the players 'turn it back into story' after the
+fact).
+
+Quote from: RobMuadib
+Oh, I am reminded of something in Contracycle's post regarding your
+terminology. Invoked is probably overly-obfuscated. In terms of previous
+design, Acting/Opposing or Action/Reaction might be a clearer term.
+Invoked is not as intuitive and heavier on the formal side in your
+Formal Language.
+
+And 'Acting/Opposing' intuitively means anything?  I guess Invoked has
+been hard for even /our/ people to swallow, but I am still open to any
+word that a person, unencumbered by our years of gaming experience would
+think means an 'you use it' ability (as opposed to an 'it gets used up'
+or a 'how big?' rating), that won't be confused with our word for an 'it
+happens right away' ability (as opposed to an 'it takes a little work'
+or 'it takes quite a while' ability) or our word for an 'it happens when
+you want' ability (as opposed to an 'others trigger it' or a 'lingers
+on' ability), so they can all be used together.  MEGS-style terminology
+is almost completely opaque to never-gamed-before people.  (Heck, I
+still don't follow DC Heroes jargon, /and I've got the books right over
+there!/
+
+Quote from: RobMuadib
+Quote from: Le Joueur
+³ I need a new word for this one. [referring to 'Check']
+
+Hmm, instead of contested Check, how about simply calling it a
+Challenge, (Since it is effectively the default way your resolve
+actions), and call the limited case of static uses a Simple Challenge.
+
+For instance, when a Instantaneous [Action] Rating is Challenged, you
+make a Challenge roll by rolling 2d10 and comparing the your MIB # to
+the Challenge roll of your Opponent ... etc, Or, in the case of a Simple
+Challenge of a Rating, you make a Challenge Roll, modifying the Rating
+for difficulty. Your MIB from the Challenge of your Effective Rating is
+used directly to determine your RMIB, ... etc.
+
+Whoa!  Wrong way.  You're thinking noun, I'm thinking verb 'as in Check
+your Rating.'  We considered Test and Try, but they just don't have
+'that feeling.'  Got any good verbs?
+
+(Roll the 70s music...VERB!  That's what's happening! - Ah, I miss
+grammar rock....)
+
+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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