--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/draft/scatter-5.txt Wed Aug 30 21:32:44 2006 -0400
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+| | |-+ *Part V: Peeling Back the Layers - The Real Deal
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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>*
+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.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>*
+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.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>
+
+*Pages:* [*1*] Print
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