draft/scatter-1.txt
author fabien
Sat, 21 Apr 2007 22:24:56 -0400
branchecjdr
changeset 93 2365462d45a5
parent 92 bdef1afd1170
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[svn] r2435@freebird: fabien | 2007-04-21 13:00:42 -0400 Ajout du lien vers Exploratory Surgery.

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Author 	Topic: Part I: Core Concept  (Read 962 times)

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<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10066#msg10066>
*Part I: Core Concept
<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10066#msg10066>*
« * on:* December 26, 2001, 10:23:00 PM »
	

------------------------------------------------------------------------
December 26th, 2001 -

At the behest of my friends here on the Forge, I will present
Scattershot at the point I have it.  Even though this is a
work-in-progress, I am not trying to present a diary of the progress.
 Expect the lead component of this thread to undergo changes as
Scattershot does.  This edition was originally put together on
Wednesday, December 26th, 2001 (think of it as a late Xmas present).
 This series of articles will detail strictly the mechanics of
Scattershot, articles relating to the techniques of 'how to play' will
have to wait until I have more of them centralized and organized.  The
third major component of the game, the setting and genre material is
will be addressed once I get a new batch of playtesters.

Since I have to start somewhere, I will begin with the theories that
have become the central design premise of the mechanics.  This is one of
a number of articles that inter-relate and I hope to make frequent use
of links between them (which is part of the reason I have separated them).

The central point of Scattershot is that all gaming is fundamentally
about context with emotional investment (I described this much earlier
in this article
<http://www.indie-rpgs.com/forum/viewtopic.php?topic=457&forum=4>.)
 Concepts like 'suspension of disbelief' and 'flow of play' exist
primarily to support 'staying in context.'  Another central concept is
that gaming /depends/ on in-game actions having rational consequences.

      The formalization of consequences to aid 'flow of play' is exactly
      what Scattershot's mechanics are meant to be.  "Aiding the 'flow
      of play'" is one of the reasons that Scattershot's mechanics are
      also deliberately designed to function as a form of communal
      language during play.  Instead of having to describe the process
      of using an ability in detail and accounting for potential points
      of contention, a participant can simply refer to using a specific
      mechanic by its name.[/list:u]I know this sounds trite and
      obvious, but it needs to be said; play is shared.  

            This concept becomes important in fixing the reasons that
            Scattershot has mechanics.  Both consistency and
            impartiality are necessary for a kind of sharing that
            participants can feel is 'fair'¹.  Because of the emotional
            investment in play, there will be times when emotions can
            run quite high; it is important to have something impartial
            to fall back upon when those times involve conflict between
            the participants.[/list:u]Most of the time play passes
            between participants in no particular order as necessary.

                  This is an example of how informal most gaming is.
                   Under some circumstances, impartiality can become
                  highly important to one or more players.  At those
                  (frequently emotional) times, mechanics can formalize
                  even this normative form of play.[/list:u]Obviously,
                  under portions of game theory, an awareness of the
                  mechanics becomes a part of the play itself.

                        This is exceptionally important when discussing
                        whether or not mechanics should be applied to
                        specific situation in a game.  This decision has
                        a lot to do with how mechanics will be applied
                        during play.[/list:u]That's all for this
                        installment.  Next up, the differences between
                        players and gamemasters in Scattershot.

                        Fang Langford

                        ¹ That is fairness in the minds of the
                        participants.  Each will desire their own amount
                        of play (and even that will change from session
                        to session).  Mechanics go a long way towards
                        formalizing the tools that can be used to 'get
                        your share' of play.

	Logged

------------------------------------------------------------------------
Fang Langford is formerly the creator of the Scattershot Role-Playing
Game System.  This project has been permanently suspended.  If you have
any questions regarding the implementation of it or anything else, he
can be reached at ripjack@mad.scientist.com
<mailto:ripjack@mad.scientist.com>

*Ron Edwards
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<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10076#msg10076>
*Part I: Core Concept
<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10076#msg10076>*
« *Reply #1 on:* December 27, 2001, 08:45:00 AM »
	

------------------------------------------------------------------------
Hi Fang,

I'm not sure about what to say, except "Solid," in a kind of 70s accent.
Concrete mission statements beyond the usual "um, it's role-playing" are
rare and valuable.

The concept of game mechanics and events being applications
(expressions?) of emotional investment is excellent. I'm looking forward
to more. You've set the starting bar very high.

Best,
Ron
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<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10125#msg10125>
*Part I: Core Concept
<http://www.indie-rpgs.com/forum/index.php?topic=1073.msg10125#msg10125>*
« *Reply #2 on:* December 27, 2001, 02:18:00 PM »
	

------------------------------------------------------------------------
Quote
Ron Edwards wrote:

I'm not sure about what to say, except "Solid," in a kind of 70s accent.

Actually, this is somewhat on purpose.  From my experiences, many of the
gamers out in the 'hinterlands' still play in a '70s' way.  Since one of
the design specifications of Scattershot (and posting these will be a
while - I need to find them) is that it be 'familiar' to experienced
gamers far and wide, it will have an intentional '70s flavor.'

(And I know how you meant that, it just seemed like a good opportunity
to talk design specifications.)

Quote
You've set the starting bar very high.

Thank you.  I think it is obvious that I do this in all things.

Fang Langford
	Logged

------------------------------------------------------------------------
Fang Langford is formerly the creator of the Scattershot Role-Playing
Game System.  This project has been permanently suspended.  If you have
any questions regarding the implementation of it or anything else, he
can be reached at ripjack@mad.scientist.com
<mailto:ripjack@mad.scientist.com>

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