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Inactive Forums => Scattershot => Topic started by: Le Joueur on December 27, 2001, 01:23:00 AM

Title: Part I: Core Concept
Post by: Le Joueur on December 27, 2001, 01:23:00 AM
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 (http://www.indie-rpgs.com/forum/viewtopic.php?topic=457&forum=4).)  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.

Title: Part I: Core Concept
Post by: Ron Edwards on December 27, 2001, 11:45:00 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
Title: Part I: Core Concept
Post by: Le Joueur on December 27, 2001, 05:18:00 PM
QuoteRon 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.)

QuoteYou've set the starting bar very high.
Thank you.  I think it is obvious that I do this in all things.

Fang Langford