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Inactive Forums => Scattershot => Topic started by: Le Joueur on December 28, 2001, 07:03:00 PM

Title: Part IV: Sorting the Nuts and Bolts
Post by: Le Joueur on December 28, 2001, 07:03:00 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

Specific (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0) or Mechanical (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0) play 'densities') a Rating is used to determine the result.[/list:u]Magnitude

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

Application.

Instantaneous

for the character.  Examples would be things like sight-based Observations, Fencing, Pottery, or any type of Detection ability.[/list:u]Reactive

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

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

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

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)

Basic mechanics (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0)).  Their primary use is in General Play (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0), but they function as Residual Applications when used in either Specific or Mechanical play (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0).  Since they rarely benefit any other roll more than 1 point, the horrors of 'currency issues'ยน 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

Mechanical play (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0), 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)

General play (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0).[/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

'density' of play (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0) quite easily.[/list:u]Squad (another term that needs a changing)

General play (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0) (though sometimes it can creep down to Specific play (http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0)) 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