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Please login + or register +. +Did you miss your activation email? + +March 15, 2006, 02:55:17 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 III: Being the Difference Between Players & Gamemasters +* « previous + +next » + + +*Pages:* [*1*] 2 + 3 + Print + + +Author Topic: Part III: Being the Difference Between Players & +Gamemasters (Read 1163 times) + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« * on:* December 27, 2001, 02:10:00 PM » + + +------------------------------------------------------------------------ +December 30th, 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 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. + +In this installment, I am going to discuss how Scattershot initially +treats the difference between gamemasters and players. This is not +because the differences are important to stress, but in the light of how +much overlap there /can/ be, the difference exposes some of the latitude +that the game mechanic must address. One of the primary concerns of +Scattershot is to treat gamemaster and player alike, because their roles +will blur more and more as people get beyond this traditional model. + +Once again this latitude allows people who play Scattershot to 'find +their own level,' either by trial and error or by informed choice +(hopefully the technique section of Scattershot can help there). + Ultimately this is about finding a balance between the extremes. Here +are some of the more important extremes as demostrated by the +differences between how Scattershot affords players and gamemasters in +the 'thumbnail of gaming' chapter. + +Character Creation: + + In keeping with the 'emotional attachment' that is a result of a + more detailed character creation system (as described in both the + first regular installment of the [SCATTERSHOT:] articles + + and this article + ), + players create characters /for themselves/.[/list:u] + Gamemasters, on the other hand, mostly create characters + /for everyone's/ collective enjoyment.[/list:u]Play: + + Because it makes little sense to have a game that is + not /for/ the players (being the bulk of the + participants) and in keeping with the sharing + principal + + I explained earlier, players must obviously drive play + forward. While events in the game should not wait for + player character action, the game /should/ obligate + the player characters to some kind of action. (Who + wants to play inertia?)[/list:u] + In the antipode, gamemasters must therefore do + what they can to facilitate play. This is one + of the main reasons they traditionally create + characters, for the facilitation of + play.[/list:u]'Flow of Play' issues, like + pacing, scale, and scope: + + Players /can/ affect these.[/list:u] + Gamemasters /must/ according to + tradition.[/list:u]Using the + mechanics during play: + + Players can invoke them + whenever they feel a need for + them.[/list:u] + Gamemasters are then + expected to arbitrate. + Because of the + impartiality issues I + described earlier + , + it is important for + gamemasters to only + arbitrate in a fashion + that is 'fair' but also + open under these + mechanics. For this + reason Scattershot is + designed (counter to the + traditional model) to + allow anyone to + arbitrate, not just the + gamemaster.[/list:u]I + guess on some level this + describes mechanics as + the tool of the player + which is then the + responsibility of the + gamemaster. In most + traditional instances I + know, in the application + of the mechanics, the + gamemaster mostly only + responds to these (and + is the only respondant); + this is an unfortunate + balance (that we feel + needs to be changed). + Scattershot's mechanics + are meant to be a tool + for everyone and should + allow anyone to + arbitrate, because of + the overlap in all + roles. However, + ultimately, when an + irreconcilable + inter-participant + conflict exists within + the playing group, only + then does Scattershot + have the gamemaster be + the final arbiter. + + Next up, where and when + are mechanics used or + needed. + + 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 + + +*Ron Edwards +* +Global Moderator +Member +* +Posts: 12610 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #1 on:* December 27, 2001, 02:26:00 PM » + + +------------------------------------------------------------------------ +Hey, + +It's a tough issue, Fang, not the least because it seems as if +/everyone/ carries a load of unspoken assumptions about GM/player +responsibilities and privileges, and very few are willing to air those +assumptions, except in dysfunctional ways. + +My writing of Sorcerer ('89 in the barest beginning stages; '94-96 in +the nuts & bolts stages, '96-98 for the playtesting stages) shows +horrible scar tissue and baseball-type stitches about this issue. There +are still patches of prose that I didn't catch prior to book-printing, +in which the term "GM" should really be replaced with "the group," or +"GM decides" should really be replaced with "the player decides." I +assumed up until the mid-late 90s that a GM was also the guiding +ideologue of the group, and now I think differently. + +Since Scattershot has Transition as a design goal (I like that term so +much that I'm gonna keep it!), do you see GM and player +roles/responsibilities as a labile feature of the game? Or do you think +there's a way to set those things up in a stable way that still permits +a variety of Transitional outcomes? + +Best, +Ron + Logged + +*joshua neff +* +Member + +Posts: 844 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #2 on:* December 27, 2001, 03:26:00 PM » + + +------------------------------------------------------------------------ +Quote +Because it makes little sense to have a game that is not for the players +(being the bulk of the participants) and in keeping with the sharing +principal I explained earlier, players must obviously drive play +forward. While events in the game should not wait for player character +action, the game should obligate the player characters to some kind of +action. (Who wants to play inertia?) + + +Amen, brother! + +Quote +In the antipode, gamemasters must therefore do what they can to +facilitate play. + + +Thank you thank you thank you for using the word "facilitate". As Ron +has heard me rant many a time, I also think the GM's primary role is +that of facilitator. (For example, in narrativist play, the GM is not +the "storyteller". S/he is the facilitator of the players being +"storytellers".) (Side note: I think this extends to other areas as +well. I think a teacher's role is to facilitate students educating +themselves, a librarian's role is to facilitate patrons finding +information, an artist's role is to facilitate everybody creating art, +ad nauseum.) + +I think the whole "what the hell is a GM" question is a topic worthy of +a lot of thought. Do all RPGs /have/ to have a GM? What about everybody +being a GM? What does a GM do, anyway? These are all good questions. + +You've got some good stuff here so far, Fang. + Logged + +------------------------------------------------------------------------ +--josh + +"You can't ignore a rain of toads!"--Mike Holmes + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #3 on:* December 27, 2001, 09:45:00 PM » + + +------------------------------------------------------------------------ +Quote +Ron Edwards wrote: + +It's a tough issue, Fang, not the least because it seems as if +/everyone/ carries a load of unspoken assumptions about GM/player +responsibilities and privileges, and very few are willing to air those +assumptions, except in dysfunctional ways. + +That's why I thought it needed to be spelled out concretely. Another of +Scattershot's design objectives was that, while being organized for +beginners to grasp, it had to also have a thing or two to tell +experienced gamers. I thought one of the best things I could do was to +at least provide explicit roles for gamemasters and players up front, +with some discussion on how these both overlap and can have their +responsibilities shifted to the other party. This provides grist for +the experienced gamer mill to grind out some new understandings for +themselves. (The trick will be to not 'talk under' or 'talk over' +anyone's heads, simultaneously.) + +Quote +...or "GM decides" should really be replaced with "the player decides." +I assumed up until the mid-late 90s that a GM was also the guiding +ideologue of the group, and now I think differently. + +Agreed. I also think that ultimate decisions should be held to a group +decision because of the aforementioned 'sharing principal.' I put the +gamemaster up as final authority because, 1 is an odd number (which +avoids deadlocks), and a single person often acts faster than a +committee when it comes to tough decisions (preserving 'flow of play' as +I mentioned over in the earlier article +). + +Quote +Since Scattershot has Transition as a design goal (I like that term so +much that I'm gonna keep it!), do you see GM and player +roles/responsibilities as a labile feature of the game? Or do you think +there's a way to set those things up in a stable way that still permits +a variety of Transitional outcomes? + +I believe I have already mentioned that one of Scattershot's design +specifications is that it is meant to be 'familiar' to experienced +gamers (though I cannot find the reference). This means we /must/ use +terms like hit points, gamemaster, and so on. In our case that also +means we give the terms 'gamemaster' and 'player' and the descriptions +above /as a starting point/. I would have gone into the details of the +techniques that allow Transition away from traditional models for these +'roles at the table,' but I only posted this as underpinning for +upcoming installments (as I said, these show the /extremes/ that can be +had). + +And yes, I do think there is a "stable way" to set these up. If you +remember back to when I posted Scattershot's chapter layout +, you +can see that the basic premise of what players and gamemasters are is +layed out quite early. When the text comes back to these issues, a +reader will be expected to have a handle on how these work in the +traditional sense. Based on that, in terms of describing the +techniques, we can work from /there/ (but only if we are /very careful/ +how we depict these roles in the first place). + +Fang Langford + +[ This Message was edited by: Le Joueur on 2001-12-28 00:47 ] + 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 III: Being the Difference Between Players & Gamemasters +* +« *Reply #4 on:* December 27, 2001, 10:41:00 PM » + + +------------------------------------------------------------------------ +Quote +joshua neff wrote: + +Quote +Fang wrote: + +Gamemasters must therefore do what they can to facilitate play. + +Thank you for using the word "facilitate". I also think the GM's primary +role is that of facilitator. [Snip.] + +I think the whole "what the hell is a GM" question is a topic worthy of +a lot of thought. Do all RPGs /have/ to have a GM? What about everybody +being a GM? What does a GM do, anyway? These are all good questions. + +Role-playing games, in my opinion, certainly do not need gamemasters. + In fact, I tend to think of gamemasterless play as an unreachable +ideal. On a practical level, there are a number of things a gamemaster +is most ideally suited to handling (at least when no one else is +interested). Aside from the relative ease their role makes for them to +portray the hundreds of extras that populate a game, I think I rather +clearly designated the remainder of their traditional duties back in +this article + about +Scattershot's live-action techniques. + +Simply listed, they were: referee of /player/ disputes, the game's +originator (or at least the codifier), facilitator of play (keeping up +the 'flow of play,' steering relevance, and et cetera), facilities +arrangement (though this is most often delegated, if the gamemaster, in +all these other roles, does not make it, the game doesn't happen), and +finally handling 'membership' (surprise characters can be very +disruptive, running against facilitation). + +There is one role 'hidden' within being the 'facilitator of play;' that +is being the 'head' of the game. In large corporations (and in the US +government for that matter), at some point there is a sole individual +who is charged with orchestrating the actions of the unit whole (most +often outwardly). This serves how the group survives as its own entity. + +Now I am not talking about a dictatorship here; rare is the company +where the CEO makes changes that take the whole by surprise, but even +though advised and 'checked and balanced' there is nothing that beats +the efficacy and quick reactions (when needed) of a single individual. + +The number one, main reason I gave this topic its own article is because +I have to agree that it does require a good deal of discussion, and I +for one, did not want the totality of Scattershot's mechanics to hide +this potential for discussion. + +Quote +You've got some good stuff here so far, Fang. + +Thank you, I appreciate the input. The number two reason I segregated +this topic was that I am not convinced that I have the whole of it yet. + I look forward to what becomes of each of the component articles in the +[SCATTERSHOT:] series. + +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 III: Being the Difference Between Players & Gamemasters +* +« *Reply #5 on:* December 28, 2001, 07:04:00 AM » + + +------------------------------------------------------------------------ +Fang-- + +While my gaming preferences remain solidly in the "one GM for a group of +players" realm, I'm entirely unconvinced that there needs to be one GM +to guide them all (*ahem*). I think GM-less play (which is really +"everyone-is-a-GM" play) is a completely feasible option, & one which +shouldn't be discounted. I sometimes think the idea that "there needs to +be a GM" is a basic mistrust in decision-making-by-consensus, a holdover +from playing in dysfunctional gaming groups. Lord knows,I've been in +enough gaming groups in which /somebody/ had to exert some sort of +authority. But I've also been in groups in which consensus was the rule, +not the exception. + +I would love to see more RPGs which promoted & facilitated something +other than the "one GM" concept. (& despite my own preferences, I'd love +to play more "everyone's a GM" games.) + Logged + +------------------------------------------------------------------------ +--josh + +"You can't ignore a rain of toads!"--Mike Holmes + +*mahoux * +Member + +Posts: 119 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #6 on:* December 28, 2001, 09:43:00 AM » + + +------------------------------------------------------------------------ +Josh- +I am currently writing a turn-based RPG where there is no GM, but the +"non-active" players play all the NPCs and help drive the action, +basically a reverse RPG. + +Stuff that's all in the works and should get finished in '02. + +But that's neither here nor there to the thread. My own idea is that +everyone needs to work together to drive the story, or else just have +the GM read to you all from the Chronicles of Narnia or something. + Logged + +------------------------------------------------------------------------ +Taking the & out of AD&D + +http://home.earthlink.net/~knahoux/KOTR_2.html <"">Knights of the +Road, Knights of the Rail has hit the rails! + +*lumpley * +Acts of Evil Playtesters +Member +* +Posts: 2091 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #7 on:* December 28, 2001, 10:53:00 AM » + + +------------------------------------------------------------------------ +At the risk of contributing to thread-hijack, the Ars Magica game I play +is fully co-GMed. Such a thing is entirely possible and, let me tell +you, big big fun. + +At the risk of using hot language, it's mechanic-less too. (By which I +mean for mechanics we use the 'mechanics' that drive any shared creative +process: discussion, debate, as much clarity as possible, willingness to +compromise, and just generally all caring about the game.) + +If you ask me, both mechanics and having a GM are for when the normal, +day-to-day consensus that makes roleplaying happen breaks down -- and if +you're willing to commit to consensus, you don't need them. But boyo +that's me being pedantic. I'm really enjoying your posts, Fang. Looks +like a great game so far. + +-lumpley Vincent + Logged + +*Laurel * +Member + +Posts: 243 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #8 on:* December 28, 2001, 01:31:00 PM » + + +------------------------------------------------------------------------ +First of all, thank you for posting the first Scattershot installment. + It tackled a really tricky issue. + +One of the problems, I think, in defining what GM-Player roles should be +is because GMs and Players can all have such different game styles and +personalities that whatever system of governance you establish, its not +going to be what works for ~everyone~. What you have done in defining +the differences between player "can" and GM "must" to fufill flow of +play, for example, certainly helps pinpoint what you, as the developer, +consider "ideal" Scattershot GM and player styles and might encourage +participants to steer towards meeting your personal ideal. + +Laurel + Logged + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #9 on:* December 28, 2001, 04:25:00 PM » + + +------------------------------------------------------------------------ +Quote +joshua neff wrote: + +While my gaming preferences remain solidly in the "one GM for a group of +players" realm, I'm entirely unconvinced that there needs to be one GM +to guide them all (*ahem*). + +Same here. The reasons I created these breakdowns was to have a +starting point towards explaining how to do things differently. + +Quote +I think GM-less play (which is really "everyone-is-a-GM" play) is a +completely feasible option, & one which shouldn't be discounted. + +I don't mean to discount it, but considering how important I think the +emotional attachment to a game /through/ their characters is for the +players, I find it an extremely sophisticated form of play to switch +between 'player' and 'gamemaster' as frequently as a "gamemaster-filled" +game requires. Scattershot is meant to be formally for beginners so I +have very little room to address this kind of play in the core products. + +On the other hand, if you read through the link I gave above, you can +see that I have gone to great lengths to create techniques that allows a +live-action Scattershot game to be essentially 'gamemaster-free' game. + +Quote +I sometimes think the idea that "there needs to be a GM" is a basic +mistrust in decision-making-by-consensus, a holdover from playing in +dysfunctional gaming groups. Lord knows, I've been in enough gaming +groups in which /somebody/ had to exert some sort of authority. But I've +also been in groups in which consensus was the rule, not the exception. + +Actually, the 'sharing' of any game (or game-world) underscores the +actually high level of consensus that already exists in gaming. I never +meant to depreciate the value of decision-by-consensus, but I felt that +in some cases it can be more important to have a speedy decision (like +can be had by a single gamemaster) than one subject to debate as can be +sometimes necessary with consensus. + +Scattershot's playing techniques describe a general use of consensus +throughout, but has the group place its consensual 'power' in the +gamemaster for those times when time is more important than discussion +(just like a representative democracy). + +Fang Langford + +[ This Message was edited by: Le Joueur on 2001-12-28 20:08 ] + 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 III: Being the Difference Between Players & Gamemasters +* +« *Reply #10 on:* December 28, 2001, 04:28:00 PM » + + +------------------------------------------------------------------------ +Quote +Mahoux wrote: + +I am currently writing a turn-based RPG... +[Snip.] +Stuff that's all in the works and should get finished in '02. + +Wow!?! Next week! I wish I was that fast. + +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 III: Being the Difference Between Players & Gamemasters +* +« *Reply #11 on:* December 28, 2001, 04:38:00 PM » + + +------------------------------------------------------------------------ +Quote +Scattershot is meant to be formally for beginners so I have very little +room to address this kind of play in the core products. + + +Oh, I understand. I just felt the need, as I often do, to start looking +at alternatives. I think you're right to put forth the (for lack of a +better word) traditional way of playing. + Logged + +------------------------------------------------------------------------ +--josh + +"You can't ignore a rain of toads!"--Mike Holmes + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #12 on:* December 28, 2001, 04:44:00 PM » + + +------------------------------------------------------------------------ +Quote +lumpley wrote: + +At the risk of using hot language, it's mechanic-less too. + +This matches what I described in [SCATTERSHOT:] Whence go the Mechanics + as +General play. (If you want to go back and look at it.) + +Quote +If you ask me, both mechanics and having a GM are for when the normal, +day-to-day consensus that makes role-playing happen, breaks down -- and +if you're willing to commit to consensus, you don't need them. + +Exactly the point I am making. But beginners cannot be expected to be +sophisticated enough to play this way on the first go. Since +Scattershot is for beginners as well as experienced players, I need to +set down a 'starting point' to describe these sorts of things. + +Quote +I'm really enjoying your posts, Fang. Looks like a great game so far. + +Thank you very much, I cannot say how well I appreciate the compliments +(words fail). I hope to hear more of what you think as the remainder is +posted. + +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 III: Being the Difference Between Players & Gamemasters +* +« *Reply #13 on:* December 28, 2001, 04:57:00 PM » + + +------------------------------------------------------------------------ +You know, something's been niggling at me, & I think I just nailed what +it is. + +Fang, you've referred to "GM-less"/"everyone's-a-GM" play as +"sophisticated", & that Scattershot, as primarily for beginners, +shouldn't expect people to be able to easily achieve this level of play. + +Here's the thing. I don't think it's sophisticated. Not any more than +"traditional" RPG play. + +When I was in grade school, my friends & I played Superheroes everyday +on the playground. We spun long, elaborate narratives over the course of +the school year. Villains died & returned, heroes were faced with +conflict, & dumb fart jokes were made. There was no GM, all decisions +were made essentially by consensus. I don't think what we were doing was +any more sophisticated than playing /D&D/ with one GM making decisions +(in the style of, as you said, a representative democracy). + +I guess I feel like you're not giving beginners enough credit. +Especially considering they haven't had the dysfunctional RPG +experiences a lot of us old timers have had. I think beginners could +quite possibly handle a myriad of RPG styles easily. Which is not to say +that the way you're going about Scattershot is wrong by any stretch of +the imagination. You've obviously put a LOT of thought into this, & so +far it looks really good. + Logged + +------------------------------------------------------------------------ +--josh + +"You can't ignore a rain of toads!"--Mike Holmes + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part III: Being the Difference Between Players & Gamemasters +* +« *Reply #14 on:* December 28, 2001, 05:05:00 PM » + + +------------------------------------------------------------------------ +Quote +Laurel wrote: + +First of all, thank you for posting the first Scattershot installment. + It tackled a really tricky issue. + +One that I have felt for some time has needed to be 'outed.' I am not +comfortable saying that I 'have it,' but I think I have at least +conceived of a good 'starting point.' + +Quote +One of the problems, I think, in defining what GM-Player roles should be +is because GMs and Players can all have such different game styles and +personalities that whatever system of governance you establish, its not +going to be what works for ~everyone~. What you have done in defining +the differences between player "can" and GM "must" to fufill flow of +play, for example, certainly helps pinpoint what you, as the developer, +consider "ideal" Scattershot GM and player styles and might encourage +participants to steer towards meeting your personal ideal. + +Actually no. What I described was not that close to my ideal. As I +have stated elsewhere, we chose to have Scattershot be accessible to as +much of the audience of experienced gamers as possible. In keeping with +that, I created the above descriptions of what I consider the functional +traditional set-up. + +My actual perspective is that 'flow of play' is more important than what +are the specific duties or rights of either players or gamemasters. I +established the above relationships only as a starting point. + (Actually, I listed the above traditional relationships so as to show +some of the extremes that the features I delved into could reach.) + +In the techniques given in Scattershot, we deal with these roles (and +variations on them) in much more detail. Since, in this series of +articles, I am only dealing with the mechanical portion of Scattershot, +I only brought these up only to suggest some of the different types of +emotional investments that can be had (at least traditionally) and how +they relate the actual issues I was discussing. + +Thank you for your insightful commentary. It goes a long way towards +suggesting the totality of the realms of player-gamemaster +relationships. (Which I hope to comment on some day when I delve into +the techniques of Scattershot, right now I have my hands full detailing +the mechanics though.) + +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*] 2 + 3 + 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! + +