diff -r 3164c82ac16e -r bdef1afd1170 draft/scatter-2.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/draft/scatter-2.txt Wed Aug 30 21:32:44 2006 -0400 @@ -0,0 +1,893 @@ +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, 02:55:14 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 II: Whence go the Mechanics +* « previous + +next » + + +*Pages:* [*1*] Print + + +Author Topic: Part II: Whence go the Mechanics (Read 868 times) + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part II: Whence go the Mechanics +* +« * on:* December 27, 2001, 10:45:00 PM » + + +------------------------------------------------------------------------ +January 2nd, 2002; Happy New Year! - + +At the behest of my friends here on the Forge, I will present +Scattershot at the point I have it. Even though this is a +work-in-progress and much of the terminology is in a state of flux, I am +not trying to present a diary of the progress. Expect the lead +component of this thread to undergo changes as Scattershot does. This +edition was originally put together on Thursday, December 27th, 2001. + This series of articles will detail strictly the mechanics of +Scattershot, articles relating to the techniques of 'how to play' will +have to wait until I have more of them centralized and organized. The +third major component of the game, the setting and genre material is +will be addressed once I get a new batch of playtesters. + +One deliberate feature of Scattershot has to do with how we handle the +complexity of the mechanics. Instead of a long catalog of 'optional' +rules, we divided the mechanics into three stages of complexity. + +Basic + + These are for beginners, or for 'on the road' (live-action or + driving). This portion will be included with all our 'satellite' + products. It's meant to be simple, basic, and + easy.[/list:u]Intermediate (Tournament) + + These mechanics (which incorporate the basics too) are meant + for experienced gamers. Most often played 'at the table,' + these mechanics are the expected level of play.[/list:u]Advanced + + This is the set of mechanics for completists and are + meant to be played 'in the books.' They allow for the + most specific derivation of the subtle differences + between abilities. This is the esotery not for the + minimalists.[/list:u]Certainly people could play 'at + only one stage,' but the playtesters not only liked + to, but tended to, shift back and forth between these + stages as needed by the game they were in. Because we + realized this early on, it was important to make the + comparisons between the mechanics' stages as + transparently compatible as possible. This means the + advanced mechanics are what we wrote first, keeping in + mind that there would be two succeedingly simpler + derivations necessary. + + We have also broken the facile use of mechanics into + three different 'densities.' These are relative and + normal play shifts between these rather easily. One + of the most common problems we have seen in playtest + with beginners (and from our experiences) is the + awkward switching between these 'densities.' + Confusion often arises when there is no communication + of a 'switch' or when a 'switch' occurs at some point + other than an intuitive Breakpoint. + + General Play + + Most things are either resolved as dialogue and + description or simply taken as having happened + exactly as the speaker says. All things + mechanical are used more as guidelines and + almost always only when 'out of the + ordinary.'[/list:u]Specific Play + + Mechanics are invoked on a sporadic basis, + most often to generate detail; how long + did it take, how well did it go, what was + the specific result. Occasionally the + mechanics are invoked to preempt any + question regarding impartiality, but this + tends to be rare within groups who already + know each other quite + well.[/list:u]Mechanical Play + + This occurs most often when emotions + run high or when there is 'a lot on + the line.' Impartiality is the most + important feature so this is when + 'everybody plays by the rules,' or + so it is understood. The most + common time when this occurs + historically is during combat. This + does not need to be exclusive, but + when you consider dying in those + games eliminates you from play, + there is clearly 'a lot on the + line.' Also combat is when the + entities that players have the most + emotional investment in, are at + risk; they would hardly stand for + subjective or casual destruction of + their investment.[/list:u]Since the + idea behind Scattershot's mechanics + is that they are a formalization of + intuitive play + , + I should explain how we look at the + actual 'flow of play' formally. One + thing to remember, while this is a + formal breakdown, nobody is perfect + (neither yours truly, nor people + playing the games) and so this is + not a lot more than an + approximation. Still, from here all + Scattershot springs. + + Respect the Speaker + + As I said in the earlier + installment + , + play bounces from person to + person in no particular order. + I think this way of looking + at play means play is only + occurring with the person + speaking. Normally there is + only one Speaker at any time, + but there are a couple of + exceptions I can think of; + dialogue and question & answer + (an interview style of setting + description is an example of + this). When this aspect of + gaming breaks down, it's + cacophony; the unconscious + formalization in natural + response to this is one of the + central formations of + gaming.[/list:u]The Scenic View + + For simplicity's sake, + we break all play down + into either Scenes, + 'Behind the Scenes' + (which would be Scenes + run 'during' the main + Scene), and between + sessions (which actually + tend to be the + bookkeeping done at the + beginning and ending of + sessions, and the + preparatory + 'stretching'). I + realize this carries a + great deal of literary + and theatrical baggage + with it, but I am open + to a better term. + + At the beginning of + every Scene, someone + must 'Set the Stage,' + that is making some kind + of introductory speech + (we often suggest a + soliloquy) that + describes basically + where, when, and who + will be involved in a + scene. While many game + systems suggest this is + the practice of the + gamemaster, we prefer to + call the person who does + this the /Proprietor/ so + that at times, a player + can do it as well. This + is because there are + many occasions that the + person most familiar + with the setting and + circumstance may be + someone /other/ than the + gamemaster (for example, + inside the + super/heroes'/ + base).[/list:u]When Can + I Catch a Break? + + The most + fundamentally + mistaken component + of gaming in our + experience + (outside of + /pacing/) are the + Breakpoints. + Changing tone, + Switching + 'Densities' (or in + Scattershot, + changing the Stage + of the rules), or + any other shifts + that occur when + there aren?t any + kinds of natural + (and unfortunately + mostly + unconscious) + Breakpoints, + always seems to + throw a wrench + into the 'flow of + play.' + Scattershot goes + to some degree + talking about the + types and uses of + Breakpoints + (though I am not + going to go into + too much detail + here, because this + article is to set + up for the mechanics). + + The beginnings and + endings of scenes + are principal + Breakpoints (but + that doesn't mean + to disclude the + huge number of + other intuitive + Breakpoints). One + way that a group + can easily + mishandle a scene + is by choosing its + parameters badly. + Start too soon + before the 'meat' + of the scene and + you risk losing + the participants' + interest before + the 'entree.' End + too long after the + 'action' and you + watch a scene's + impact slowly + bleed to death. + Scattershot's + techniques speak + plainly about + starting a scene + so close to the + 'meat' that the + start sheds blood. + These techniques + also talk about + tying off the + endings with + tourniquet + intensity when + they have served + their purpose. + (It goes hand in + hand with most of + our advice about + pacing and + choosing the + appropriate stage + of mechanics to + carry the game + forward at the + most satisfying + rate.)[/list:u]What + was the Point, Again? + + This may not + need + suggesting, + but I think + it needs to + be said; + every scene + has a goal. + It might be + to show a + nifty thing + about your + character; + it might be + the + discovery of + some bit of + information. + Raising or + resolving + tension is + another + goal; so is + providing + color, + atmosphere, + warming up + and cooling + down¹ (two + of the most + overlooked + and + important + parts of a + session), or + even + 'filler.' + The most + important + thing about + goals, as + stated + above, is + once you + have + fulfilled + the goal + (most often + supplied by + the + proprietor + of a scene), + get out! If + it becomes + clear that + the goal has + become + unattainable, + do the same. + Letting a + scene + meander + about in + search of a + goal (while + in some rare + cases, it + can bear + fruit) is a + recipe for + wrecked + context and + loss of + 'flow.'[/list:u]What's + My Cut? + + I need + to + take a + moment + and + return + to the + issue + of + sharing + play + . + There + are a + couple + of + prime + issues + that + need + to be + addressed, + if I + am + formalizing + things. + The + first + (and + possibly + foremost) + is + commitment; + commitment + to + atmosphere, + commitment + to + plot-arch + (as in + how a + noir + story + just + 'goes,' + not as + in + preplanned + conclusions), + commitment + to + ambience, + and so + on, + it's + all + about + 'being + on the + same + page.' + If + these + things + are + not a + shared + commitment, + it is + only a + matter + of + time + before + things + break + down. + People + almost + always + think + about + 'what + they + get' + out of + sharing + without + realizing + the + importance + of + 'what + they + give.' + + Another + point + of + sharing + we + suggest + in + Scattershot + is + keeping + everyone + involved; + whether + by + creating + riveting + play + for + those + whose + characters + aren't + present, + or + having + those + 'uninvolved' + get + drafted + into + short-term, + supporting, + non-player + character + roles, + sharing + the + game + means + sharing + in as + much + as + possible. + A + little + conspiracy + now + and + then + is + good, + so is + a + little + mystery, + but + when + the + commitment + is + shared + as + above, + you + should + expect + participants + to + only + use + 'player + knowledge' + as a + role-playing + game + /aid/. + If + you + suspect + cheating, + you + are + not + sharing; + you + are + 'hording.' + (Mystery + good; + secrecy + bad.)[/list:u]One + of the + reasons + I put + all + these + clusters + together + is + because + they + will + be + referred + to + frequently + at + many + subsequent + levels. + Unlike + many + games + I have + read + or + played, + I + think + it is + important + to + cover + the + implications + of + using + basic + mechanics + during + mechanical + play + of a + event + not + including + combat. + (This + means + discussing + each + new + layer + of + Scattershot's + mechanics + in + terms + of how + each + of + these + clusters + apply.) + I + think + it is + important + to + consider + where + and + when + you + expect + to use + a + game's + mechanics + in + order + to + write + the + mechanics + that + are + necessary + to + support + those + situations + and I + think + so is + the + shared + commitment + to + using + them + that way. + + Next + up the + nuts + and bolts. + + Fang + Langford + + ¹ What + we + frequently, + incorrectly + call + denouement. + + Logged + +------------------------------------------------------------------------ +Fang Langford is formerly the creator of the Scattershot Role-Playing +Game System. This project has been permanently suspended. If you have +any questions regarding the implementation of it or anything else, he +can be reached at ripjack@mad.scientist.com + + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part II: Whence go the Mechanics +* +« *Reply #1 on:* December 31, 2001, 10:33:00 PM » + + +------------------------------------------------------------------------ +Sorry about this, but I just found one of the missing pages of my notes. + The whole section on formalization of 'flow of play' comes from there +and is new. + +Hope you like it. + +Fang Langford + Logged + +------------------------------------------------------------------------ +Fang Langford is formerly the creator of the Scattershot Role-Playing +Game System. This project has been permanently suspended. If you have +any questions regarding the implementation of it or anything else, he +can be reached at ripjack@mad.scientist.com + + +*joshua neff +* +Member + +Posts: 844 + + +View Profile + WWW + + + +*Part II: Whence go the Mechanics +* +« *Reply #2 on:* January 02, 2002, 07:33:00 AM » + + +------------------------------------------------------------------------ +Fang-- + +That's some good stuff there, especially the stuff about taking breaks & +respecting the speaker. That's stuff that /should/ be mentioned in RPGs +& isn't. As Ron said, "solid". + Logged + +------------------------------------------------------------------------ +--josh + +"You can't ignore a rain of toads!"--Mike Holmes + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part II: Whence go the Mechanics +* +« *Reply #3 on:* January 02, 2002, 09:46:00 AM » + + +------------------------------------------------------------------------ +Quote +joshua neff wrote: + +That's some good stuff there, especially the stuff about taking breaks & +respecting the speaker. That's stuff that /should/ be mentioned in RPGs +& isn't. As Ron said, "solid". + +Thank you, that?s kinda what I have been thinking for some time. I feel +it?s especially important for people who are new to the hobby. + +I am curious what you mean about "taking breaks." I can see that the +section title choice might be a little too confusing and I will change +it soon. Can you tell me if you thought I was advising actually +stopping play at any of these points? Perhaps using the term, +?breakpoint? is itself confusing. Can you suggest any alternatives if +you agree? + +Fang Langford + Logged + +------------------------------------------------------------------------ +Fang Langford is formerly the creator of the Scattershot Role-Playing +Game System. This project has been permanently suspended. If you have +any questions regarding the implementation of it or anything else, he +can be reached at ripjack@mad.scientist.com + + +*joshua neff +* +Member + +Posts: 844 + + +View Profile + WWW + + + +*Part II: Whence go the Mechanics +* +« *Reply #4 on:* January 02, 2002, 09:53:00 AM » + + +------------------------------------------------------------------------ +You know, I did think that. But I don't know why, because that's not +really what I meant. I mean, what I liked was the whole idea of +"breakpoints" as you described them. But somehow between reading it, +thinking about it, & then writing my post, it got mutated in my brain as +"taking breaks". Maybe a different name /is/ needed. (Or more ginko for +my brain.) + +That being said, I /do/ think that one of the most neglected things in +RPG rulebooks is how to run a single session--particularly the structure +of the session, including when & why to take breaks from the game. +/Sorcerer & Sword/ has some good stuff about structuring both the +narrative as a whole series of sessions & the individual sessions +themselves, which has really helped me focus on what I'm trying to do +with my next game (which is, oddly enough, /Sorcerer/, sans swords). But +I'm also thinking about the thread in Actual Play in which we all talked +about when to take breaks from the game, & how to work that into the +structure of the session. I think that's good stuff for people just +getting into RPGs to think about. + Logged + +------------------------------------------------------------------------ +--josh + +"You can't ignore a rain of toads!"--Mike Holmes + +*Pages:* [*1*] Print + + +« 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! + +