draft/scatter-5.txt
author fabien
Wed, 30 Aug 2006 21:32:44 -0400
branchecjdr
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400 Mise à jour préventive.

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Author 	Topic: Part V: Peeling Back the Layers - The Real Deal  (Read
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<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*
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<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.
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*contracycle
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*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 »
	

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Weird, thats my post above.  Hmm.
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<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12668#msg12668>
*[SCATTERSHOT:V] Peeling Back the Layers, The Actual Mechanix
<http://www.indie-rpgs.com/forum/index.php?topic=1122.msg12668#msg12668>*
« *Reply #8 on:* February 01, 2002, 08:16:02 PM »
	

------------------------------------------------------------------------
Quote from: RobMuadib
One problem I have on this thinking, while true for normal abilities
that define an ability to succeed at something, there is a diminished
return for each greater investment. But what about abilities such as
super powers and such, ones which are applications of a UE derived Value.

Since they are based on a Geometric progression. Having unlimited points
to spend on the "effect" portion means a player could create a character
that can destroy planets and all while someone else might have just made
batman. How do you address this, Self-established limits?

I know the I-V stuff is terribly laden with designer notes, so I can
understand what's happening here.  You're confusing the ability Rating
with the effect's Magnitude.

This was one of the earliest compromises we made to mathematics, you
need two numbers to model enough situations for our satisfaction.  It
didn't follow that you'd be better and better at doing something as you
became more powerful.  Where would you model people who had fantastic
power but lousy control or vice versa?  That's why almost all Ratings
have a Magnitude (for skills the Magnitude is 'hidden' by having each
skill define its own parameters).  Superpower, magic, and et cetera are
linked to the Power Stat.  The only Ratings that do not have Magnitudes
are the Stats themselves (and actually, in most cases, they function /as
their own/ Magnitudes - and this is the only case of that).

What does that mean?  Well because of the sigmoid graph of probabilities
associated with a 'this number or less' roll of dice, the more points
you spend, the less return there is.  For example; if you have an
Invoked Rating of 15, the chances of succeeding on an unmodified *MIB*
roll is 85% (god, I love calculating with 2 ten-siders). Spend a point
(going up to 16) and that becomes 90%.  If it were linear, another point
would get you 5% more, but it doesn''t.  (17 is 94%, 18 is 97%, and 19
is 99%.)  This is diminishing return.

With Magnitude Ratings, it works geometrically.  Weight on the UE Chart
can be calculated (if you don't like charts) at 3 times the Rating
squared in pounds.  For a Magnitude Rating of 40 (40 x 40 x 3), that
would be 4,800 pounds, just under 2½ tons.  Adding 10 points makes it
7,500 pounds, a 56% increase.  Adding 10 more is 10,800 pounds, another
69% (compared to the original).

As you can see, turning the Magnitude up to the point where planets get
destroyed becomes both cost prohibitive, and bloody obvious.  As I
described in another thread, what follows this part of character
creation is more-or-less negotiations on the part of the players to
reach an idea of what kind of game they all want to take part in.  I
will be formalizing that exact process, when I /find those damn notes!/
 It isn't precisely about establishing limits, it has to do with shared
expectations.

Quote from: RobMuadib
This doesn't result in a shortchange in either Basis Traits or
Proficiency, despite the diminishing returns in your chance of Binary
Success, as higher Trait Scores offer a geometric increase in related
Values, and a Linear increase in scaled ability. For Proficiency,
although your Binary Success is subject to diminishing returns, the
magnitudes of your Success scale linearly. (and thus require a
geometrically increasing cost to achieve.)

We took the opposite approach (if I am reading this correctly).  Our
'proficiency' scales with diminishing returns (see above), and our
magnitudes scale geometrically.  The UE Chart is rarely about the
magnitude of success and more about the magnitude of success attempted.
 Strength doesn't even require a roll unless you're doing something
'chancy,' you simply are able to lift Strength squared times 3 pounds.

The only time success is scaled by the UE Chart is for things like
attacks; an attack superpower 'powered' by a Power of 40 has a
'multiplier' of 16; after the *RMIB* is determined you multiply it by 16
(so an *RMIB* of 4 nets 64 points of basic damage).  The multiplier is
static (and in a game with a Critical Juncture number of 5, you would
only need to note these values to avoid in-play calculation: 16, 32, 48,
and 64, because anything higher would be a Telling Blow).

Quote from: RobMuadib
I like this idea of allowing of success out of failure. Seems like a
good mechanic, especially when trying to emphasize story elements. This
is somewhat novel approach. I have seen modifiers applied for
hurrying/Taking extra time on an Act, but this is first I've really seen
anyone use a reverse application of it. Pretty slick.

My only caveat would to be label "optional" in that, it that it could
cause short shrift to Roleist elements for people who want to emphasize
it. Hardcore "Sim" play being the classic example, and possibly Gameist
play as well. Imagine the following exchange.

"Hah, you failed, prepare to die dewd."
"Wait!, <rules ouija by desperate Gameist player to snatch victory from
the jaws of defeat."
"What? that sucks, pulling some lame rule out of your ass just so you
won't lose."

Actually, it doesn't need to be optional.  Sooner or later, the Gamist
player will run out of the resources necessary to 'put off' losing.
 (You can only overdraw your 'adharmic bank account' so much before it
'comes back to haunt you.')

Quote from: RobMuadib
I am going to agree to disagree with you, well done initiative systems,
provide a nice modeling of factors resulting in very tense involved
Gameist gameplay.

Where moving into the open at the wrong time, or being caught
flat-footed out of cover has obvious and crushing results. And catching
some poor bastard looking around being incautious with a short burst, as
you wait in a Kneeling firing stance around solid cover, is SO satisfying!

You seem a little confused my friend.  Scattershot is not without a
initiative system.  It has a pretty sophisticated one actually.  What it
lacks is a randomized 'who strikes first' system.  It also does not take
away 'first strike' from those who have the initiative due to the
direction of the narrative.

As far as I am concerned, systems that games have called 'initiative
systems' are actually some attempt to collapse the detail of who gets
the upper hand in a battle into obscure, wargame-like number-based
mechanics.  Instead of awarding 'first strike' as the only means of
modelling the upper hand, we have the Combat Advantage system.  It's
another of my 'favorite bits' in Scattershot.  Now that I have the 'just
the mechanix' up; why don't you read it and tell me what you think?

Your example would never work in a 'who goes first' mechanic (well it
might, but only because the players 'turn it back into story' after the
fact).

Quote from: RobMuadib
Oh, I am reminded of something in Contracycle's post regarding your
terminology. Invoked is probably overly-obfuscated. In terms of previous
design, Acting/Opposing or Action/Reaction might be a clearer term.
Invoked is not as intuitive and heavier on the formal side in your
Formal Language.

And 'Acting/Opposing' intuitively means anything?  I guess Invoked has
been hard for even /our/ people to swallow, but I am still open to any
word that a person, unencumbered by our years of gaming experience would
think means an 'you use it' ability (as opposed to an 'it gets used up'
or a 'how big?' rating), that won't be confused with our word for an 'it
happens right away' ability (as opposed to an 'it takes a little work'
or 'it takes quite a while' ability) or our word for an 'it happens when
you want' ability (as opposed to an 'others trigger it' or a 'lingers
on' ability), so they can all be used together.  MEGS-style terminology
is almost completely opaque to never-gamed-before people.  (Heck, I
still don't follow DC Heroes jargon, /and I've got the books right over
there!/

Quote from: RobMuadib
Quote from: Le Joueur
³ I need a new word for this one. [referring to 'Check']

Hmm, instead of contested Check, how about simply calling it a
Challenge, (Since it is effectively the default way your resolve
actions), and call the limited case of static uses a Simple Challenge.

For instance, when a Instantaneous [Action] Rating is Challenged, you
make a Challenge roll by rolling 2d10 and comparing the your MIB # to
the Challenge roll of your Opponent ... etc, Or, in the case of a Simple
Challenge of a Rating, you make a Challenge Roll, modifying the Rating
for difficulty. Your MIB from the Challenge of your Effective Rating is
used directly to determine your RMIB, ... etc.

Whoa!  Wrong way.  You're thinking noun, I'm thinking verb 'as in Check
your Rating.'  We considered Test and Try, but they just don't have
'that feeling.'  Got any good verbs?

(Roll the 70s music...VERB!  That's what's happening! - Ah, I miss
grammar rock....)

Fang Langford
	Logged

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

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