diff -r 3164c82ac16e -r bdef1afd1170 draft/scatter-4.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/draft/scatter-4.txt Wed Aug 30 21:32:44 2006 -0400 @@ -0,0 +1,862 @@ +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, 02:55:22 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 IV: Sorting the Nuts and Bolts +* « previous + +next » + + +*Pages:* [*1*] Print + + +Author Topic: Part IV: Sorting the Nuts and Bolts (Read 596 times) + +*Le Joueur * +Member + +Posts: 1363 + + +View Profile + WWW + + + +*Part IV: Sorting the Nuts and Bolts +* +« * on:* December 28, 2001, 04:03:00 PM » + + +------------------------------------------------------------------------ +December 28th, 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 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 Friday, December 28th, +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. + +As promised /now/ we begin to describe the actual nuts and bolts of +Scattershot's mechanics. Everything in Scattershot's mechanics revolves +around resolution of actions that participants have their characters +perform. In fact all other mechanics have been positioned so as to be +simply another presentation of the resolution mechanic. In order to +adequately explain all that goes into Scattershot's resolution process, +first I need to lay out a number of descriptors. + +All things performed within Scattershot's resolution mechanic are +described by Ratings. Mostly numeric, these Ratings are the most +important part of this mechanic. There are many qualities and +classifications involved in these Ratings and without describing what +they are, a user might become confused what they are being asked to do. + +First of all, all Ratings in Scattershot break down into three different +/Types/. + +Invoked + + When the character performs an act or has one performed on them + (at either Specific + + or Mechanical + + play 'densities') a Rating is used to determine the + result.[/list:u]Magnitude + + The Rating is used to determine how much of something can be + or is affected. In a fashion likened to Mayfair's DC + Heroes, Scattershot has a chart of 'amounts' that can be + affected (we have named this either the Universal + Equivalency or Universal Effect Chart - also known as the UE + or 'Huey' Chart). Lifting capability qualifies as one of + these.[/list:u]Resource + + These Ratings are something that 'gets used up' during + play, either spent or reduced by circumstance. + Old-fashioned hit points are one example, but so are + Hero Games' Endurance Batteries.[/list:u]Next we + separate Ratings based on their /Application/. + + Instantaneous + + Any conscious action by a player results in this + kind of Application /for/ the character. + Examples would be things like sight-based + Observations, Fencing, Pottery, or any type of + Detection ability.[/list:u]Reactive + + When some other party attempts an act + /upon/ a character or that might involve + them (whether they know it or not), this + is the type of Application used. Examples + include forms of sensation or magical + resistence.[/list:u]Residual + + There are two kinds of Residual + Applications, on-the-spot and + preemptive. A preemptive Residual + Application happens when something + that is resolved has 'lingering' + effects. This might be how hard a + code is to break (which is created + when the code is invented); it could + also be how good a work of art is. + When an on-the-spot Residual + Application is required, it is + created right then, but treated as + though it had been continuously in + effect prior to when it was needed. + This could be a 'how well did I do + at the ball' savoir-faire result or + how well something was jury-rigged. + (Residual Applications form a + cornerstone to how the Scattershot + mechanic is used, but I'll get to + that later.)[/list:u]The next topic + is the /Kinds/ of Ratings there are + in Scattershot. I'll take them out + of order to make their structure and + relationships clearer. + + Preternatural or Supernatural Abilities + + This includes all manner of + superpowers and magical + effects. If you are doing it + with something other than your + hands or physical tools, it's + probably one of these. Every + use of a Rating in Scattershot + actually involves two Ratings + (but in some they can be + somewhat hidden). The first + is some measure or limit on + how much can be affected. + This 'quantity' (this is in + quotes because sometimes the + 'quantity' can be a distance + or a philosophical property or + otherwise) is indexed on the + UE Chart often using a + Statistic (more on these + later) for both superpowers + and magic (and most of the + rest of these abilities too). + + The second Rating is the + number that the dice are + actually used with. This is a + Rating of efficacy that the + character can perform the + appropriate action with. When + the dice are compared to this + Rating, the /quality/ of the + success (or failure) is + determined. That's the basic + structure of all Scattershot's + resolutions. Know the amount + affected, randomly check + against the character's + efficacy, and determine the + result. + + In the case of a superhero, + except in special + circumstances, all their + powers will be based on a + single Statistic, likewise + with a mage or psychic. When + these kinds of abilities are + Reactive they include things + like 'active' defenses. In + Residual Application these are + things like force fields, + memory wipes, illusions and + the like.[/list:u]Skills + + These include primarily + things a character has + learned or is talented + with. Things that can + be done in the 'mundane' + fashion are considered + skills. The major thing + that separates skills + from the above abilities + is that skills use + static limits of what + can be affected. For + example, a psychic might + be able to lift a car + with telekinesis only + when something boosts + their power level, but + an auto mechanic is able + to repair a single car + in about 3 hours. + Modifiers alter this, + but not the same way as + a magician is slave to + the amount of + 'available' magic. Each + skill lists its base + parameters (and all of + them happen to be based + on 5 templates that are + offered later to create + additional material). + (An example of a Skill + used Reactively would be + a counterfieter + recognizing a forgery + that, itself, is a + Residual Application of + the skill used of the + original + forger.)[/list:u]Statistics + + There are 6 Stats + in Scattershot + Strength, Agility, + Hit Points, + Reaction, + Observation, and + Power + (surprisingly it + /can/ be + pronounced; + SAHROP). Stats + are Ratings that + are + 'self-referent,' + this means that + when a roll is + needed, the amount + effected is also + indexed with the + same Stat. + Strength and + Power are + primarily + Magnitudes. + Agility, + Reaction, and + Observation are + usually Invoked. + This leaves Hit + Points (and in + some genres, + Power) as mostly + Resources. (Power + is used as a + Reactive, Invoked + ability when + preternatural + characters act + upon 'natural' + characters. A + high Agility can + afford a small + Residual bonus on + skills listing its + effect.) I can go + into the unusual + interpretations of + these seemingly + classic Stats if + requested, but I + will leave that + until + later.[/list:u]Advantages + (and Disadvantages) + + These are + the only + Ratings that + do not occur + as numerical + (especially + in the Basic + mechanics + ). + Their + primary use + is in + General Play + , + but they + function as + Residual + Applications + when used in + either + Specific or + Mechanical + play + . + Since they + rarely + benefit any + other roll + more than 1 + point, the + horrors of + 'currency + issues'¹ + never + arise.[/list:u]Like + Advantages + and + Disadvantages, + bonuses and + penalties + are treated + as Residual + Ratings. + This + becomes very + important in + certain + situations + in + Scattershot + and as far + as I know + may be an + original way + of looking + how these work. + + There are a + few other + variations + worthy of + note in + Scattershot. + The + Durations of + ability + usage are + also very + important in + deciding how + an ability + affects + play. There + are three + Durations + noted in + Scattershot. + + Immediate + + These + are + acts + that + only + take a + single + action + by a + character, + like + firing + an + arrow + at a + target.[/list:u]Involved + + These + activities + take + more + than + one + time + unit + in + Scattershot, + in + Mechanical + play + , + the + exact + amount + of + time + can + be + very + important. + Sometimes + Involved + actions + are + considered + a + series + of + sequencial + actions, + such + as + taking + part + in + an + archery + tournament + (which + is + a + different + skill + than + normal + archery) + or + tracking + wild + game. + This + awareness + of + Duration + is + directly + linked + to + one + of + Scattershot + combat's + more + interesting + features + (but + I'll + save + that + for + later).[/list:u]Scenic + (I + really + need + a + different + word + here) + + These + activities + basically + take + an + entire + scene + unto + themselves + to + play + out. + Only + on + rare + occasion + will + a + Scenic + Duration + skill + usage + be + 'played + out.' + They + are + usually + handled + during + naturally + occuring + breaks + in + play, + like + 'between' + scenes. + A + couple + of + examples + include + hunting + and + foraging. + Usage + of + a + Scenic + Duration + ability + usually + only + occurs + during + General + play + .[/list:u]One + of + the + special + mechanics + in + Scattershot + involves + using + a + skill + (or + other + ability) + at + a + Duration + they + are + not + associated + with. + Using + 'strategy' + (managing + a + whole + battle) + in + place + of + 'tactics' + (taking + advantage + of + the + situations + of + a + fight) + is + one + example, + another + would + be + using + to + 'charm' + in + a + scene + in + place + of + 'savoir-faire.' + (This + 'defaulting' + is + actually + based + on + how + Scattershot + handles + the + bonuses + and + penalties + for + taking + more + or + less + time + to + do + something.) + + Another + variation + noted + in + Scattershot + is + the + value + of + the + Scope + of + what + is + being + resolved. + This + not + only + includes + things + involved + with + concepts + like + the + Scope + of + a + subject + being + affected, + but + also + the + scope + of + those + performing + the + act. + + Individual + + Most + activities + are + resolved + on + this + level. + One + individual + acts + upon + another + or + a + small + group + (what + they + act + upon + is + alternatively + limited + by + the + UE + Chart). + This + works + on + every + 'density' + of + play + + quite + easily.[/list:u]Squad + (another + term + that + needs + a + changing) + + This + scope + is + especially + relevant + when + addressing + the + components + of + a + scene + individually + would + take + altogether + too + long, + destroying + 'flow + of + play.' + One + of + the + techniques + of + Scattershot + combat + involves + shifting + up + to + this + level + under + certain + circumstances.[/list:u]Mob + (and + so + on) + + Other + Scopes + obviously + exist, + but + are + almost + always + handled + in + General + play + + (though + sometimes + it + can + creep + down + to + Specific + play + ) + and + Scenic + Duration + (wars + can + be + handled + this + way).[/list:u]When + you + take + the + Types + and + Applications + of + a + Rating + into + account, + the + Kind, + Duration, + and + Scope + of + how + it + works, + you + begin + to + see + how + Scattershot + makes + use + of + the + Ratings + involved + + Next + time, + peeling + away + the + layers + of + the + mechanics. + + 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! + +