draft/scatter-2.txt
author fabien
Sat, 05 May 2007 14:29:36 -0400
branchecjdr
changeset 95 6e24ee2b02ff
parent 92 bdef1afd1170
permissions -rw-r--r--
[svn] r2449@freebird: fabien | 2007-04-24 15:19:05 -0400 Ajout de recompense.xml.

About the Forge </about/> | Articles </articles/> | Forum </forum/> |
Reviews </reviews/> | Resource Library </resources/>

	*
* <#>
Home <http://www.indie-rpgs.com/forum/index.php>
Help <http://www.indie-rpgs.com/forum/index.php?action=help>
Search <http://www.indie-rpgs.com/forum/index.php?action=search>
Login <http://www.indie-rpgs.com/forum/index.php?action=login>
Register <http://www.indie-rpgs.com/forum/index.php?action=register>
Welcome, *Guest*. Please login
<http://www.indie-rpgs.com/forum/index.php?action=login> or register
<http://www.indie-rpgs.com/forum/index.php?action=register>.
Did you miss your activation email?
<http://www.indie-rpgs.com/forum/index.php?action=activate>
March 15, 2006, 02:55:14 PM

Login with username, password and session length

	
*Forum changes:* Editing of posts has been turned off until further notice.

*Search: *    Advanced search
<http://www.indie-rpgs.com/forum/index.php?action=search;advanced>

*198794* Posts in *18708* Topics by *5988* Members Latest Member: * -
kuljek
<http://www.indie-rpgs.com/forum/index.php?action=profile;u=6115>* 	Most
online today: *113* - most online ever: *271* (February 22, 2006,
03:03:12 PM)

+  *The Forge <http://www.indie-rpgs.com/forum/index.php>*
|-+  *Inactive Forums <http://www.indie-rpgs.com/forum/index.php#5>*
| |-+  *Scattershot <http://www.indie-rpgs.com/forum/index.php?board=22.0>*
| | |-+  *Part II: Whence go the Mechanics
<http://www.indie-rpgs.com/forum/index.php?topic=1087.0>* 	« previous
<http://www.indie-rpgs.com/forum/index.php?topic=1087.0;prev_next=prev>
next »
<http://www.indie-rpgs.com/forum/index.php?topic=1087;prev_next=next>

*Pages:* [*1*] 	Print
<http://www.indie-rpgs.com/forum/index.php?action=printpage;topic=1087.0>

Author 	Topic: Part II: Whence go the Mechanics  (Read 868 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=1087.msg10162#msg10162>
*Part II: Whence go the Mechanics
<http://www.indie-rpgs.com/forum/index.php?topic=1087.msg10162#msg10162>*
« * on:* December 27, 2001, 10:45:00 PM »
	

------------------------------------------------------------------------
January 2nd, 2002; Happy New Year! -

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 on Thursday, December 27th, 2001.
 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.

One deliberate feature of Scattershot has to do with how we handle the
complexity of the mechanics.  Instead of a long catalog of 'optional'
rules, we divided the mechanics into three stages of complexity.

Basic

      These are for beginners, or for 'on the road' (live-action or
      driving).  This portion will be included with all our 'satellite'
      products.  It's meant to be simple, basic, and
      easy.[/list:u]Intermediate (Tournament)

            These mechanics (which incorporate the basics too) are meant
            for experienced gamers.  Most often played 'at the table,'
            these mechanics are the expected level of play.[/list:u]Advanced

                  This is the set of mechanics for completists and are
                  meant to be played 'in the books.'  They allow for the
                  most specific derivation of the subtle differences
                  between abilities.  This is the esotery not for the
                  minimalists.[/list:u]Certainly people could play 'at
                  only one stage,' but the playtesters not only liked
                  to, but tended to, shift back and forth between these
                  stages as needed by the game they were in.  Because we
                  realized this early on, it was important to make the
                  comparisons between the mechanics' stages as
                  transparently compatible as possible.  This means the
                  advanced mechanics are what we wrote first, keeping in
                  mind that there would be two succeedingly simpler
                  derivations necessary.

                  We have also broken the facile use of mechanics into
                  three different 'densities.'  These are relative and
                  normal play shifts between these rather easily.  One
                  of the most common problems we have seen in playtest
                  with beginners (and from our experiences) is the
                  awkward switching between these 'densities.'
                   Confusion often arises when there is no communication
                  of a 'switch' or when a 'switch' occurs at some point
                  other than an intuitive Breakpoint.

                  General Play

                        Most things are either resolved as dialogue and
                        description or simply taken as having happened
                        exactly as the speaker says.  All things
                        mechanical are used more as guidelines and
                        almost always only when 'out of the
                        ordinary.'[/list:u]Specific Play

                              Mechanics are invoked on a sporadic basis,
                              most often to generate detail; how long
                              did it take, how well did it go, what was
                              the specific result.  Occasionally the
                              mechanics are invoked to preempt any
                              question regarding impartiality, but this
                              tends to be rare within groups who already
                              know each other quite
                              well.[/list:u]Mechanical Play

                                    This occurs most often when emotions
                                    run high or when there is 'a lot on
                                    the line.'  Impartiality is the most
                                    important feature so this is when
                                    'everybody plays by the rules,' or
                                    so it is understood.  The most
                                    common time when this occurs
                                    historically is during combat.  This
                                    does not need to be exclusive, but
                                    when you consider dying in those
                                    games eliminates you from play,
                                    there is clearly 'a lot on the
                                    line.'  Also combat is when the
                                    entities that players have the most
                                    emotional investment in, are at
                                    risk; they would hardly stand for
                                    subjective or casual destruction of
                                    their investment.[/list:u]Since the
                                    idea behind Scattershot's mechanics
                                    is that they are a formalization of
                                    intuitive play
                                    <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&2>,
                                    I should explain how we look at the
                                    actual 'flow of play' formally.  One
                                    thing to remember, while this is a
                                    formal breakdown, nobody is perfect
                                    (neither yours truly, nor people
                                    playing the games) and so this is
                                    not a lot more than an
                                    approximation.  Still, from here all
                                    Scattershot springs.

                                    Respect the Speaker

                                          As I said in the earlier
                                          installment
                                          <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&2>,
                                          play bounces from person to
                                          person in no particular order.
                                           I think this way of looking
                                          at play means play is only
                                          occurring with the person
                                          speaking.  Normally there is
                                          only one Speaker at any time,
                                          but there are a couple of
                                          exceptions I can think of;
                                          dialogue and question & answer
                                          (an interview style of setting
                                          description is an example of
                                          this).  When this aspect of
                                          gaming breaks down, it's
                                          cacophony; the unconscious
                                          formalization in natural
                                          response to this is one of the
                                          central formations of
                                          gaming.[/list:u]The Scenic View

                                                For simplicity's sake,
                                                we break all play down
                                                into either Scenes,
                                                'Behind the Scenes'
                                                (which would be Scenes
                                                run 'during' the main
                                                Scene), and between
                                                sessions (which actually
                                                tend to be the
                                                bookkeeping done at the
                                                beginning and ending of
                                                sessions, and the
                                                preparatory
                                                'stretching').  I
                                                realize this carries a
                                                great deal of literary
                                                and theatrical baggage
                                                with it, but I am open
                                                to a better term.

                                                At the beginning of
                                                every Scene, someone
                                                must 'Set the Stage,'
                                                that is making some kind
                                                of introductory speech
                                                (we often suggest a
                                                soliloquy) that
                                                describes basically
                                                where, when, and who
                                                will be involved in a
                                                scene.  While many game
                                                systems suggest this is
                                                the practice of the
                                                gamemaster, we prefer to
                                                call the person who does
                                                this the /Proprietor/ so
                                                that at times, a player
                                                can do it as well.  This
                                                is because there are
                                                many occasions that the
                                                person most familiar
                                                with the setting and
                                                circumstance may be
                                                someone /other/ than the
                                                gamemaster (for example,
                                                inside the
                                                super/heroes'/
                                                base).[/list:u]When Can
                                                I Catch a Break?

                                                      The most
                                                      fundamentally
                                                      mistaken component
                                                      of gaming in our
                                                      experience
                                                      (outside of
                                                      /pacing/) are the
                                                      Breakpoints.
                                                       Changing tone,
                                                      Switching
                                                      'Densities' (or in
                                                      Scattershot,
                                                      changing the Stage
                                                      of the rules), or
                                                      any other shifts
                                                      that occur when
                                                      there aren?t any
                                                      kinds of natural
                                                      (and unfortunately
                                                      mostly
                                                      unconscious)
                                                      Breakpoints,
                                                      always seems to
                                                      throw a wrench
                                                      into the 'flow of
                                                      play.'
                                                       Scattershot goes
                                                      to some degree
                                                      talking about the
                                                      types and uses of
                                                      Breakpoints
                                                      (though I am not
                                                      going to go into
                                                      too much detail
                                                      here, because this
                                                      article is to set
                                                      up for the mechanics).

                                                      The beginnings and
                                                      endings of scenes
                                                      are principal
                                                      Breakpoints (but
                                                      that doesn't mean
                                                      to disclude the
                                                      huge number of
                                                      other intuitive
                                                      Breakpoints).  One
                                                      way that a group
                                                      can easily
                                                      mishandle a scene
                                                      is by choosing its
                                                      parameters badly.
                                                       Start too soon
                                                      before the 'meat'
                                                      of the scene and
                                                      you risk losing
                                                      the participants'
                                                      interest before
                                                      the 'entree.'  End
                                                      too long after the
                                                      'action' and you
                                                      watch a scene's
                                                      impact slowly
                                                      bleed to death.
                                                       Scattershot's
                                                      techniques speak
                                                      plainly about
                                                      starting a scene
                                                      so close to the
                                                      'meat' that the
                                                      start sheds blood.
                                                       These techniques
                                                      also talk about
                                                      tying off the
                                                      endings with
                                                      tourniquet
                                                      intensity when
                                                      they have served
                                                      their purpose.
                                                       (It goes hand in
                                                      hand with most of
                                                      our advice about
                                                      pacing and
                                                      choosing the
                                                      appropriate stage
                                                      of mechanics to
                                                      carry the game
                                                      forward at the
                                                      most satisfying
                                                      rate.)[/list:u]What
                                                      was the Point, Again?

                                                            This may not
                                                            need
                                                            suggesting,
                                                            but I think
                                                            it needs to
                                                            be said;
                                                            every scene
                                                            has a goal.
                                                             It might be
                                                            to show a
                                                            nifty thing
                                                            about your
                                                            character;
                                                            it might be
                                                            the
                                                            discovery of
                                                            some bit of
                                                            information.
                                                             Raising or
                                                            resolving
                                                            tension is
                                                            another
                                                            goal; so is
                                                            providing
                                                            color,
                                                            atmosphere,
                                                            warming up
                                                            and cooling
                                                            down¹ (two
                                                            of the most
                                                            overlooked
                                                            and
                                                            important
                                                            parts of a
                                                            session), or
                                                            even
                                                            'filler.'
                                                             The most
                                                            important
                                                            thing about
                                                            goals, as
                                                            stated
                                                            above, is
                                                            once you
                                                            have
                                                            fulfilled
                                                            the goal
                                                            (most often
                                                            supplied by
                                                            the
                                                            proprietor
                                                            of a scene),
                                                            get out!  If
                                                            it becomes
                                                            clear that
                                                            the goal has
                                                            become
                                                            unattainable,
                                                            do the same.
                                                             Letting a
                                                            scene
                                                            meander
                                                            about in
                                                            search of a
                                                            goal (while
                                                            in some rare
                                                            cases, it
                                                            can bear
                                                            fruit) is a
                                                            recipe for
                                                            wrecked
                                                            context and
                                                            loss of
                                                            'flow.'[/list:u]What's
                                                            My Cut?

                                                                  I need
                                                                  to
                                                                  take a
                                                                  moment
                                                                  and
                                                                  return
                                                                  to the
                                                                  issue
                                                                  of
                                                                  sharing
                                                                  play
                                                                  <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1073&forum=2&2>.
                                                                   There
                                                                  are a
                                                                  couple
                                                                  of
                                                                  prime
                                                                  issues
                                                                  that
                                                                  need
                                                                  to be
                                                                  addressed,
                                                                  if I
                                                                  am
                                                                  formalizing
                                                                  things.
                                                                   The
                                                                  first
                                                                  (and
                                                                  possibly
                                                                  foremost)
                                                                  is
                                                                  commitment;
                                                                  commitment
                                                                  to
                                                                  atmosphere,
                                                                  commitment
                                                                  to
                                                                  plot-arch
                                                                  (as in
                                                                  how a
                                                                  noir
                                                                  story
                                                                  just
                                                                  'goes,'
                                                                  not as
                                                                  in
                                                                  preplanned
                                                                  conclusions),
                                                                  commitment
                                                                  to
                                                                  ambience,
                                                                  and so
                                                                  on,
                                                                  it's
                                                                  all
                                                                  about
                                                                  'being
                                                                  on the
                                                                  same
                                                                  page.'
                                                                   If
                                                                  these
                                                                  things
                                                                  are
                                                                  not a
                                                                  shared
                                                                  commitment,
                                                                  it is
                                                                  only a
                                                                  matter
                                                                  of
                                                                  time
                                                                  before
                                                                  things
                                                                  break
                                                                  down.
                                                                   People
                                                                  almost
                                                                  always
                                                                  think
                                                                  about
                                                                  'what
                                                                  they
                                                                  get'
                                                                  out of
                                                                  sharing
                                                                  without
                                                                  realizing
                                                                  the
                                                                  importance
                                                                  of
                                                                  'what
                                                                  they
                                                                  give.'

                                                                  Another
                                                                  point
                                                                  of
                                                                  sharing
                                                                  we
                                                                  suggest
                                                                  in
                                                                  Scattershot
                                                                  is
                                                                  keeping
                                                                  everyone
                                                                  involved;
                                                                  whether
                                                                  by
                                                                  creating
                                                                  riveting
                                                                  play
                                                                  for
                                                                  those
                                                                  whose
                                                                  characters
                                                                  aren't
                                                                  present,
                                                                  or
                                                                  having
                                                                  those
                                                                  'uninvolved'
                                                                  get
                                                                  drafted
                                                                  into
                                                                  short-term,
                                                                  supporting,
                                                                  non-player
                                                                  character
                                                                  roles,
                                                                  sharing
                                                                  the
                                                                  game
                                                                  means
                                                                  sharing
                                                                  in as
                                                                  much
                                                                  as
                                                                  possible.
                                                                   A
                                                                  little
                                                                  conspiracy
                                                                  now
                                                                  and
                                                                  then
                                                                  is
                                                                  good,
                                                                  so is
                                                                  a
                                                                  little
                                                                  mystery,
                                                                  but
                                                                  when
                                                                  the
                                                                  commitment
                                                                  is
                                                                  shared
                                                                  as
                                                                  above,
                                                                  you
                                                                  should
                                                                  expect
                                                                  participants
                                                                  to
                                                                  only
                                                                  use
                                                                  'player
                                                                  knowledge'
                                                                  as a
                                                                  role-playing
                                                                  game
                                                                  /aid/.
                                                                   If
                                                                  you
                                                                  suspect
                                                                  cheating,
                                                                  you
                                                                  are
                                                                  not
                                                                  sharing;
                                                                  you
                                                                  are
                                                                  'hording.'
                                                                   (Mystery
                                                                  good;
                                                                  secrecy
                                                                  bad.)[/list:u]One
                                                                  of the
                                                                  reasons
                                                                  I put
                                                                  all
                                                                  these
                                                                  clusters
                                                                  together
                                                                  is
                                                                  because
                                                                  they
                                                                  will
                                                                  be
                                                                  referred
                                                                  to
                                                                  frequently
                                                                  at
                                                                  many
                                                                  subsequent
                                                                  levels.
                                                                   Unlike
                                                                  many
                                                                  games
                                                                  I have
                                                                  read
                                                                  or
                                                                  played,
                                                                  I
                                                                  think
                                                                  it is
                                                                  important
                                                                  to
                                                                  cover
                                                                  the
                                                                  implications
                                                                  of
                                                                  using
                                                                  basic
                                                                  mechanics
                                                                  during
                                                                  mechanical
                                                                  play
                                                                  of a
                                                                  event
                                                                  not
                                                                  including
                                                                  combat.
                                                                   (This
                                                                  means
                                                                  discussing
                                                                  each
                                                                  new
                                                                  layer
                                                                  of
                                                                  Scattershot's
                                                                  mechanics
                                                                  in
                                                                  terms
                                                                  of how
                                                                  each
                                                                  of
                                                                  these
                                                                  clusters
                                                                  apply.)
                                                                   I
                                                                  think
                                                                  it is
                                                                  important
                                                                  to
                                                                  consider
                                                                  where
                                                                  and
                                                                  when
                                                                  you
                                                                  expect
                                                                  to use
                                                                  a
                                                                  game's
                                                                  mechanics
                                                                  in
                                                                  order
                                                                  to
                                                                  write
                                                                  the
                                                                  mechanics
                                                                  that
                                                                  are
                                                                  necessary
                                                                  to
                                                                  support
                                                                  those
                                                                  situations
                                                                  and I
                                                                  think
                                                                  so is
                                                                  the
                                                                  shared
                                                                  commitment
                                                                  to
                                                                  using
                                                                  them
                                                                  that way.

                                                                  Next
                                                                  up the
                                                                  nuts
                                                                  and bolts.

                                                                  Fang
                                                                  Langford

                                                                  ¹ What
                                                                  we
                                                                  frequently,
                                                                  incorrectly
                                                                  call
                                                                  denouement.

	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=1087.msg10518#msg10518>
*Part II: Whence go the Mechanics
<http://www.indie-rpgs.com/forum/index.php?topic=1087.msg10518#msg10518>*
« *Reply #1 on:* December 31, 2001, 10:33:00 PM »
	

------------------------------------------------------------------------
Sorry about this, but I just found one of the missing pages of my notes.
 The whole section on formalization of 'flow of play' comes from there
and is new.

Hope you like it.

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>

*joshua neff
<http://www.indie-rpgs.com/forum/index.php?action=profile;u=28>*
Member

Posts: 844


View Profile
<http://www.indie-rpgs.com/forum/index.php?action=profile;u=28> WWW
<http://www.goblin-cartoons.com>
	
<http://www.indie-rpgs.com/forum/index.php?topic=1087.msg10555#msg10555>
*Part II: Whence go the Mechanics
<http://www.indie-rpgs.com/forum/index.php?topic=1087.msg10555#msg10555>*
« *Reply #2 on:* January 02, 2002, 07:33:00 AM »
	

------------------------------------------------------------------------
Fang--

That's some good stuff there, especially the stuff about taking breaks &
respecting the speaker. That's stuff that /should/ be mentioned in RPGs
& isn't. As Ron said, "solid".
	Logged

------------------------------------------------------------------------
--josh

"You can't ignore a rain of toads!"--Mike Holmes

*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=1087.msg10565#msg10565>
*Part II: Whence go the Mechanics
<http://www.indie-rpgs.com/forum/index.php?topic=1087.msg10565#msg10565>*
« *Reply #3 on:* January 02, 2002, 09:46:00 AM »
	

------------------------------------------------------------------------
Quote
joshua neff wrote:

That's some good stuff there, especially the stuff about taking breaks &
respecting the speaker. That's stuff that /should/ be mentioned in RPGs
& isn't. As Ron said, "solid".

Thank you, that?s kinda what I have been thinking for some time.  I feel
it?s especially important for people who are new to the hobby.

I am curious what you mean about "taking breaks."  I can see that the
section title choice might be a little too confusing and I will change
it soon.  Can you tell me if you thought I was advising actually
stopping play at any of these points?  Perhaps using the term,
?breakpoint? is itself confusing.  Can you suggest any alternatives if
you agree?

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>

*joshua neff
<http://www.indie-rpgs.com/forum/index.php?action=profile;u=28>*
Member

Posts: 844


View Profile
<http://www.indie-rpgs.com/forum/index.php?action=profile;u=28> WWW
<http://www.goblin-cartoons.com>
	
<http://www.indie-rpgs.com/forum/index.php?topic=1087.msg10566#msg10566>
*Part II: Whence go the Mechanics
<http://www.indie-rpgs.com/forum/index.php?topic=1087.msg10566#msg10566>*
« *Reply #4 on:* January 02, 2002, 09:53:00 AM »
	

------------------------------------------------------------------------
You know, I did think that. But I don't know why, because that's not
really what I meant. I mean, what I liked was the whole idea of
"breakpoints" as you described them. But somehow between reading it,
thinking about it, & then writing my post, it got mutated in my brain as
"taking breaks". Maybe a different name /is/ needed. (Or more ginko for
my brain.)

That being said, I /do/ think that one of the most neglected things in
RPG rulebooks is how to run a single session--particularly the structure
of the session, including when & why to take breaks from the game.
/Sorcerer & Sword/ has some good stuff about structuring both the
narrative as a whole series of sessions & the individual sessions
themselves, which has really helped me focus on what I'm trying to do
with my next game (which is, oddly enough, /Sorcerer/, sans swords). But
I'm also thinking about the thread in Actual Play in which we all talked
about when to take breaks from the game, & how to work that into the
structure of the session. I think that's good stuff for people just
getting into RPGs to think about.
	Logged

------------------------------------------------------------------------
--josh

"You can't ignore a rain of toads!"--Mike Holmes

*Pages:* [*1*] 	Print
<http://www.indie-rpgs.com/forum/index.php?action=printpage;topic=1087.0> 

« previous
<http://www.indie-rpgs.com/forum/index.php?topic=1087.0;prev_next=prev>
next »
<http://www.indie-rpgs.com/forum/index.php?topic=1087;prev_next=next>

Jump to:  


Powered by MySQL <http://www.mysql.com/> Powered by PHP
<http://www.php.net/> 	The Forge | Powered by SMF 1.0.5
<http://www.simplemachines.org/>.
© 2001-2005, Lewis Media <http://www.lewismedia.com/>. All Rights Reserved.
*Oxygen* design by Bloc <http://www.bloczone.net> 	Valid XHTML 1.0!
<http://validator.w3.org/check/referer> Valid CSS!
<http://jigsaw.w3.org/css-validator/check/referer>