diff -r 3164c82ac16e -r bdef1afd1170 draft/scatter-1.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/draft/scatter-1.txt Wed Aug 30 21:32:44 2006 -0400 @@ -0,0 +1,241 @@ +About the Forge | Articles | Forum | +Reviews | Resource Library + + * +* <#> +Home +Help +Search +Login +Register +Welcome, *Guest*. Please login + or register +. +Did you miss your activation email? + +March 15, 2006, 02:55:12 PM + +Login with username, password and session length + + +*Forum changes:* Editing of posts has been turned off until further notice. + +*Search: * Advanced search + + +*198794* Posts in *18708* Topics by *5988* Members Latest Member: * - +kuljek +* Most +online today: *113* - most online ever: *271* (February 22, 2006, +03:03:12 PM) + ++ *The Forge * +|-+ *Inactive Forums * +| |-+ *Scattershot * +| | |-+ *Part I: Core Concept +* « previous + +next » + + +*Pages:* [*1*] Print + + +Author Topic: Part I: Core Concept (Read 962 times) + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part I: Core Concept +* +« * on:* December 26, 2001, 10:23:00 PM » + + +------------------------------------------------------------------------ +December 26th, 2001 - + +At the behest of my friends here on the Forge, I will present +Scattershot at the point I have it. Even though this is a +work-in-progress, I am not trying to present a diary of the progress. + Expect the lead component of this thread to undergo changes as +Scattershot does. This edition was originally put together on +Wednesday, December 26th, 2001 (think of it as a late Xmas present). + This series of articles will detail strictly the mechanics of +Scattershot, articles relating to the techniques of 'how to play' will +have to wait until I have more of them centralized and organized. The +third major component of the game, the setting and genre material is +will be addressed once I get a new batch of playtesters. + +Since I have to start somewhere, I will begin with the theories that +have become the central design premise of the mechanics. This is one of +a number of articles that inter-relate and I hope to make frequent use +of links between them (which is part of the reason I have separated them). + +The central point of Scattershot is that all gaming is fundamentally +about context with emotional investment (I described this much earlier +in this article +.) + Concepts like 'suspension of disbelief' and 'flow of play' exist +primarily to support 'staying in context.' Another central concept is +that gaming /depends/ on in-game actions having rational consequences. + + The formalization of consequences to aid 'flow of play' is exactly + what Scattershot's mechanics are meant to be. "Aiding the 'flow + of play'" is one of the reasons that Scattershot's mechanics are + also deliberately designed to function as a form of communal + language during play. Instead of having to describe the process + of using an ability in detail and accounting for potential points + of contention, a participant can simply refer to using a specific + mechanic by its name.[/list:u]I know this sounds trite and + obvious, but it needs to be said; play is shared. + + This concept becomes important in fixing the reasons that + Scattershot has mechanics. Both consistency and + impartiality are necessary for a kind of sharing that + participants can feel is 'fair'¹. Because of the emotional + investment in play, there will be times when emotions can + run quite high; it is important to have something impartial + to fall back upon when those times involve conflict between + the participants.[/list:u]Most of the time play passes + between participants in no particular order as necessary. + + This is an example of how informal most gaming is. + Under some circumstances, impartiality can become + highly important to one or more players. At those + (frequently emotional) times, mechanics can formalize + even this normative form of play.[/list:u]Obviously, + under portions of game theory, an awareness of the + mechanics becomes a part of the play itself. + + This is exceptionally important when discussing + whether or not mechanics should be applied to + specific situation in a game. This decision has + a lot to do with how mechanics will be applied + during play.[/list:u]That's all for this + installment. Next up, the differences between + players and gamemasters in Scattershot. + + Fang Langford + + ¹ That is fairness in the minds of the + participants. Each will desire their own amount + of play (and even that will change from session + to session). Mechanics go a long way towards + formalizing the tools that can be used to 'get + your share' of play. + + Logged + +------------------------------------------------------------------------ +Fang Langford is formerly the creator of the Scattershot Role-Playing +Game System. This project has been permanently suspended. If you have +any questions regarding the implementation of it or anything else, he +can be reached at ripjack@mad.scientist.com + + +*Ron Edwards +* +Global Moderator +Member +* +Posts: 12610 + + +View Profile + WWW + + + +*Part I: Core Concept +* +« *Reply #1 on:* December 27, 2001, 08:45:00 AM » + + +------------------------------------------------------------------------ +Hi Fang, + +I'm not sure about what to say, except "Solid," in a kind of 70s accent. +Concrete mission statements beyond the usual "um, it's role-playing" are +rare and valuable. + +The concept of game mechanics and events being applications +(expressions?) of emotional investment is excellent. I'm looking forward +to more. You've set the starting bar very high. + +Best, +Ron + Logged + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part I: Core Concept +* +« *Reply #2 on:* December 27, 2001, 02:18:00 PM » + + +------------------------------------------------------------------------ +Quote +Ron Edwards wrote: + +I'm not sure about what to say, except "Solid," in a kind of 70s accent. + +Actually, this is somewhat on purpose. From my experiences, many of the +gamers out in the 'hinterlands' still play in a '70s' way. Since one of +the design specifications of Scattershot (and posting these will be a +while - I need to find them) is that it be 'familiar' to experienced +gamers far and wide, it will have an intentional '70s flavor.' + +(And I know how you meant that, it just seemed like a good opportunity +to talk design specifications.) + +Quote +You've set the starting bar very high. + +Thank you. I think it is obvious that I do this in all things. + +Fang Langford + Logged + +------------------------------------------------------------------------ +Fang Langford is formerly the creator of the Scattershot Role-Playing +Game System. This project has been permanently suspended. If you have +any questions regarding the implementation of it or anything else, he +can be reached at ripjack@mad.scientist.com + + +*Pages:* [*1*] Print + + +« previous + +next » + + +Jump to: + + +Powered by MySQL Powered by PHP + The Forge | Powered by SMF 1.0.5 +. +© 2001-2005, Lewis Media . All Rights Reserved. +*Oxygen* design by Bloc Valid XHTML 1.0! + Valid CSS! + +