Topic: Fortune in the Middle vs Stunt Rewards
Started by: Joe Murphy (Broin)
Started on: 12/20/2001
Board: RPG Theory
On 12/20/2001 at 12:55am, Joe Murphy (Broin) wrote:
Fortune in the Middle vs Stunt Rewards
Assuming one is using the Fortune in the Middle approach, is there any way to then offer PCs rewards for well-described actions?
In Exalted and Feng Shui, well-described actions get a bonus to their rolls. In Exalted, there's even a paragraph that seems to recommend that GM's 'cheat' slightly, to ensure that well-described stunts succeed (and now that I've spotted that paragraph, gah, it annoys me).
So, let's assume I start running a Fortune in the Middle game where I want to see a lot of over-the-top stunts and so on. How can I offer rewards for interesting stunts?
Joe.
On 12/20/2001 at 1:38am, Tor Erickson wrote:
RE: Fortune in the Middle vs Stunt Rewards
Hi Joe,
In Over the Edge there's a very simple mechanic that gives bonus dice for "cool" actions. Basically, other than a few guidelines as to what a "cool" action is, it's just that: the cooler the more bonus dice. Sorcerer picked this up and integrated it with an explicit Fortune in the Middle system. I'm not quite sure why you see a conflict or a problem. Is it because people generally regard FitM as starting with a general intention, rolling, then determining the specifics that it doesn't seem to make sense? If that's the case, then perhaps it would be useful to note that FitM can start with a specific stated action...though what actually happened is still open to change after the dice are rolled (or cards are played, or chesthairs plucked, whatever).
The interesting thing that I picked up from playing Sorcerer was that it's much easier than it sounds to award appropriate bonuses. Before playing I was worried about getting into disputes with the players over what was cool and what was not etc etc. But during actual play, I'd say pretty much everyone at the table could tell when an idea was inspired and when it was tired. Like at one point one of the characters was wrestling on the ground with somebody and the player said "I headbutt him!" and everybody else said "Hell yeah!!" I gave him a fat bonus because, well, it just fit.
Tor
On 12/20/2001 at 4:57am, hardcoremoose wrote:
RE: Fortune in the Middle vs Stunt Rewards
Joe,
What Tor says is basically right. Although FitM gives itself naturally to a generalized intent, it works fine in games like Sorcerer so long as the players realize that some rewriting of the described action may be necessary after the dice hit the table.
It's kind of the same thing with games that use a big list o' skills, like the WW games. These are not ideal for FitM (as we've been finding out in our current Mage game), because you kinda' have to pigeonhole yourself before the die roll. Once you say that you're going to shoot the bad guy and roll your Dex+Firearm dice, it doesn't quite follow that you could describe some other fate for the villain other than him getting plugged full of holes. But that doesn't mean that you're completely without recourse, and so long as everyone has the same understanding of how the Fortune mechanics are going to be implemented, you can still describe some pretty cool outcomes.
Of course, that's assuming you're not suffering from Whiff Syndrome (right Paul? :smile: ).
- Scott
[ This Message was edited by: hardcoremoose on 2001-12-20 00:00 ]
On 12/20/2001 at 5:01am, Ron Edwards wrote:
RE: Fortune in the Middle vs Stunt Rewards
Hi Joe,
This was discussed in the Sorcerer forum a while ago. The problem is that people are so used to stating "what the character does" just once that they have a hard time announcing (a) the cool intent, for which they might get bonus dice; and (b) the cool actual actions once the dice have been rolled.
I hope my explanation here might be helpful.
Best,
Ron
Forge Reference Links:
Topic 386
On 12/20/2001 at 12:23pm, Joe Murphy (Broin) wrote:
RE: Fortune in the Middle vs Stunt Rewards
Thanks, all. =)
Yup, Tor, I couldn't see how one could give a bonus if, typically, we started with a very general action. I'll go read OtE again. =)
And yup, Mr Moose, I mostly had WW games in mind. :smile: I've been trying to explain FitM to my playing group. One of the first stumbling blocks was pointing out how really, really specific rolls don't suit the approach quite so much. They don't allow for a lot of leeway. Typically, we play in quite detailed games (mostly because it's taken this long to realise we have a choice).
And yup, Ron, thankyou for your explanation. :smile:
Do you have any idea how well your advice works, from a marketing point of view? :smile: I'm going to buy Sorceror tomorrow. :grin:
Best,
Joe.
On 12/20/2001 at 4:34pm, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Joe Murphy (Broin) wrote:
Assuming one is using the Fortune in the Middle approach, is there any way to then offer PCs rewards for well-described actions?
[Example snipped.]
So, let's assume I start running a Fortune in the Middle game where I want to see a lot of over-the-top stunts and so on. How can I offer rewards for interesting stunts?
Actually, unbeknownst to most of the playtesters, Scattershot (the game we’re developing over here) is an unusual FitM system.
This works as you’ve asked, because of three things. First, if a participant so desires, ‘quality of success’ units generated "in the Middle" with our "Fortune" mechanic1 may be ‘spent’ detailing an outcome. (This is largely what makes it a FitM system.)
Second, outside of an obligatory threshold (based exactly upon how "over-the-top" a group wants their game to be), the "Fortune" outcome (in either extreme) forces a resolution that requires description instead of mechanical action. Thus every ‘critical hit’ whether combat related or not, requires a detailed and unique description (and the game specifically states that such should be a ‘turning point’ of the scene, this is what supports ‘Narrativist drift’ built into the mechanic).
Finally, ‘experience units’ may be ‘traded in’ at any time to somewhat randomly add to the "Fortune" part of the resolution. Because Scattershot also uses an ‘instant experience’ bonus technique, these are frequently awarded "for well-described actions" on the spot. These can then be turned right around to ‘force’ further extreme results (that in turn, force creatively detailed results). Liberal ‘instant experience’ awards almost compels this kind of usage, which feeds more creative resolution descriptions into the game, which results in more ‘instant experience’ and so the cycle continues.
At least, that’s how we do what you ask for. It’s kind of a feedback loop that self-perpetuates. What do you think?
Fang Langford
1 not all ability use is moderated by the mechanics in Scattershot. There are some fairly explicit guidelines on how to decide when not to use the mechanics (mostly for beginners).
[ This Message was edited by: Le Joueur on 2001-12-20 11:38 ]
On 12/20/2001 at 5:06pm, Ron Edwards wrote:
RE: Fortune in the Middle vs Stunt Rewards
Fang,
It is very difficult to know what to do with your references to Scattershot. Since the game is not available in any form to read or playtest, your use of it to support points, or claims about its design, is not working for me.
This particular post describes an outcome (Fortune in the Middle) of a system feature - but the actual feature is inaccessible. At this point, when a particular technique is being discussed and you respond with "Scattershot does this," it really has no weight. I have no reason to disbelieve your claim, but I can't apply that claim to the discussion in any positive way either.
I am bringing this up because, after many posts, the name Scattershot is carrying quite a few claims - it apparently includes an enormous range of RPG design innovations. It's come to the point where "roll videotape" is the next step, at least in terms of my ability to grasp the claims.
I shall clarify. I'm not telling you what to do, in terms of your posts. You are free to post as you wish. Reveal aspects of Scattershot, or don't. Use it to support points, or don't. Make a statement about its attributes, or don't. Absolutely no instructions or restrictions are being laid upon you by me, regarding this issue. My goal in this post is to tell you what I can(not) make of these references to Scattershot.
If you're interested in what I'd like, or what would help me understand better, it would be the following:
1) What is Scattershot, as a role-playing game? What kind of premise, in the sense of my use in my essay, is involved? (I am not asking for design secrets; just what the back-cover text would say.)
2) Is any version of it to be made available to anyone, ever? I am not being sarcastic, but strictly literal. I asked this once before and could not understand your reply.
3) You frequently refer to "we" - is this in reference to a co-author or partner? To a publisher? Or whom?
Best,
Ron
On 12/21/2001 at 12:27am, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Ron Edwards wrote:
It is very difficult to know what to do with your references to Scattershot. Since the game is not available in any form to read or playtest, your use of it to support points, or claims about its design, is not working for me.
I see (and saw) you use very much the same technique regarding both your current (then future) essay and the upcoming one about publishing (was it?). You mention things and then clip them, saying things like "...I won’t say any more, not until I get the next essay done."
And besides this forum is based on theory not concrete examples, that would go in the Actual Play or the Game Design forums. As usual, I am not expressing myself very clearly. My references to Scattershot are only to show the source of my ideas, not to lend them any additional support. If the idea alone does not carry, ask about the idea.
This particular post describes an outcome (Fortune in the Middle) of a system feature - but the actual feature is inaccessible. At this point, when a particular technique is being discussed and you respond with "Scattershot does this," it really has no weight. I have no reason to disbelieve your claim, but I can't apply that claim to the discussion in any positive way either.
The reference to Scattershot is not meant to carry any weight whatsoever (and for the record, I have made no responses in this thread until now, and I have never ‘hidden’ behind Scattershot, the way you make it sound). It refers to the source of the idea I presented. The idea, I thought, carried its own weight. Did I leave something out? The rest of what Scattershot does or does not do is not relevant to what I was responding to. To go into that kind of detail in a thread I did not, myself, start, would be hijacking a thread most foul.
What part of "after the middle of our FitM mechanic, the ‘quality of success’ units can be spent on detailing...extreme results of this resolution force non-mechanical narration...and the ‘experience units’ are often instantly granted because of it and can also be traded in to cause this to happen more frequently" requires any working knowledge of Scattershot’s resolution system itself? Does the description of a self-perpetuating loop of "over-the-top" antics not show clearly by what I described alone? How would knowing Scattershot uses a Rating – 2d10 = ‘quality of success’ units have added to this discussion?
I didn’t want this to become a thread about Scattershot. I did want to provide an answer to "How can I offer..." without sounding like I was just blowing wind about something I have never tried. So I used Scattershot to provide a concrete background for the technique I suggested, it is hardly surprising that an author would have his own works ‘on the brain.’ I believe the technique stands on its own without any further systemic information. I feel it could actually be quite easily ‘stolen’ and used in systems unlike Scattershot’s. I am just not getting what you see is missing (unless you believe I am saying that, only as a part of Scattershot, this technique has merit, which I am not).
I am bringing this up because, after many posts, the name Scattershot is carrying quite a few claims - it apparently includes an enormous range of RPG design innovations. It's come to the point where "roll videotape" is the next step, at least in terms of my ability to grasp the claims.
I count four (not including the marketing ideas, because they are unsupportable as ‘innovations’), this hardly seems like an "enormous range."
The main thing I have done with Scattershot is paid attention to the chronic advice I see around to only create a game if it adds something to the body of work in the hobby and is not easily replaced by existing products. This is a hard thing to do when I set out to create something that was both familiar to the broad group of gamers out there and is a ‘general’ system applicable to a number of settings. Worse trying to make it clear in the body of the game that it is indeed ‘different’ when everything in it seems so familiar. (For gods’ sake, if I get attacked one more time for having something that happens to be called Hit Points and then not having anything like Intelligence....)
(In fact, language is one of the biggest hang-ups I have about presenting hardly any of Scattershot’s material here. Much of it is written to use terms like narrative and contest in a more common, non-jargon-laden fashion. I would have to follow everything up I wrote with extensive decoding to make it fit the vernacular of the Forge or face enough confusion to make the presentation not worth the effort. And that requires even more writing time; virtually rewriting a whole game I haven’t even finished writing yet in the first place.)
I shall clarify. I'm not telling you what to do, in terms of your posts. You are free to post as you wish. Reveal aspects of Scattershot, or don't. Use it to support points, or don't. Make a statement about its attributes, or don't. Absolutely no instructions or restrictions are being laid upon you by me, regarding this issue. My goal in this post is to tell you what I can(not) make of these references to Scattershot.
You were never expected to do anything with them here. In an article on theory a writer has to be allowed to cite references that readers are not able to access, if they only use them as a venue to describe something else.
By the way, in using the line "you respond with ‘Scattershot does this’" (in as out-of-context fashion as I am quoting in here), reads very much like character assassination after the "I’m not telling you what to do...." stuff. Kinda like, ‘quit hiding behind your family’ and ‘but I’m not calling you a pansy.’
If you're interested in what I'd like, or what would help me understand better, it would be the following:
1) What is Scattershot, as a role-playing game? What kind of premise, in the sense of my use in my essay, is involved? (I am not asking for design secrets; just what the back-cover text would say.)
Sorry, Scattershot defies this type of description. As a whole it has no premise, it is after all, a ‘general system’ (which seems like a strike against it around here, and that is an unfair characterization). At this point I do not have enough of the text in readable form for any of the 12 genres we have chosen, but between the two of us we know it all by heart.
By now you should be quite familiar both with my passion for writing and my inability to express myself on the first try. I would love to provide this kind of flavor text, but until I have a solid playtest product to put before people, I can hardly solicit the responses that help me clarify myself. I also try very hard not to engage in hyperbole; I only say things I can most certainly back up about Scattershot. So advertising flavor text is not forthcoming.
I know you will say the counter, but I have to say putting up things about generic or general mechanics on the Forge usually draws less than avid response, and until recently I was not convinced I could support the argument that Scattershot either used FitM or was in any way Narrativist (arguably the ‘style du jour’ on the Forge). Quite frankly, I expected that if I spoke at length about Scattershot without being able to back up it being at least capable of ‘Narrativist drift,’ I figured I would be left twisting in the wind (or at least in the silence).
2) Is any version of it to be made available to anyone, ever? I am not being sarcastic, but strictly literal. I asked this once before and could not understand your reply.
Recently, for the first time, the whole mechanic (not including what I hope won’t be too extensive of text on ‘how to play role-playing games,’ Scattershot in particular) is only just being pulled together into outline form as of this month. So far, I have one request to see this ‘nuts and bolts’ form, but it won’t be pretty.
I know I haven’t revealed this to the Forge at large, but outside of the posting I do here, I really only get about a half an hour to work on it a day (did I say I have the patience of a....). I usually don’t mention this because less fair-minded of parties elsewhere somehow equate time with dedication. Anyhoo, this means whatever I do goes incredibly slowly. Yes, the design of Scattershot is quite well crystallized. Yes, I have most of it ‘on paper,’ but in fifty different files across three different computers. Yes, I would like to get some playtesters who are not close friends, but most refuse to work with mechanics doled out by the thimble-full.
I really admire you, Ron, not for just creating and publishing a game, but also for the hard part: being a business owner. You must have a huge fountain of free time. My wife and I live pretty much at the poverty line (another thing I usually don’t share publicly) and one of our children (the five year old) has ‘special needs’ (the two year old is about as perfect and as patient as one could ever hope for).
Why am I ‘coming out’ like this? Not because I want sympathy, not because I want to commiserate, but because tonight, I am tired of people picking on me for doing something so passionately with hardly a scruple of time (that may not be your reason, but that is your effect). I could have said this without bringing my family into it, but then it could be argued that I may actually be "being overly tentative, undervaluing my actual abilities due to self-doubt." Without any substantiation that is frequently the feeling I see people getting.
This is quite similar to me forever mentioning Scattershot. It exists all right, but I don’t believe I need it for any kind of validation for the theories it’s based on. Allow me a syllogism:
I mention Scattershot while describing a technique or theory: here I am getting attacked for using worthless substantiation.
I say I don’t have time to do much work on my passion: I tend to have people assume I am timid or lying or have nothing to show.
Okay, I have explained why I have very little time to work on Scattershot (which prevents me from producing it here). Do I also have to substantiate the mechanic to prove a technique that existed before it?
Ultimately, I am always faced with three choices, is it? Discuss a theory without any grounding at all (even though I discovered it working on Scattershot), discuss the same with (what I thought was) only passing mention of our game, or discuss our game in detail (being open for attacks for hijacking a thread) to make a point.
Since I don’t believe as ungrounded of theories read very convincingly, I never have the time to ‘finish’ Scattershot (as in make a single grammatical document of more than just the rudimentary mechanics, not some kind of magnum opus), and I do not wish to be accused of doing the actual hijacking, I must therefore choose the second choice. However, it is my fault for not making the idea ‘clear enough’ on its own to carry the technique and for making seem like I was depending on reference to Scattershot to lend the technique some kind of cachet (which was not my intention).
3) You frequently refer to "we" - is this in reference to a co-author or partner? To a publisher? Or whom?
That would be my wife and collaborator. She would fault me for ‘taking all the credit’ if I kept saying me, me, me all the time. As I mentioned elsewhere (and I suppose it gains value from having my situation explained), I do not wish to become a business owner (nor do I have the capital for even the most modest of start-ups). Yes, oh yes, I want Scattershot to be published and on store shelves. Without no hesitation at all. But considering all of the advice on both sides, I think it’s arguable to assume that this will really happen.
It is my fondest wish that my friend from Britain (whom I have never shown this to) will like it enough to publish it. What worries me is that unless we are several products down the pipe when this happens, considering my schedule, I will default on the contract to support the line.
And finally, I have a tiny announcement. We have finally arrived at the ‘basic look’ design for the web page to support Scattershot. However, it must be remembered that #1 I have very little time to work on it, and #2 I need to teach myself enough CGI to make it work (unless I can find a good script source, but then I would still need enough knowledge to know I was getting what I wanted). So the plan is to have that up after Gen Con at the earliest.
Fang Langford
[ This Message was edited by: Le Joueur on 2001-12-20 19:37 ]
On 12/21/2001 at 12:32am, Laurel wrote:
RE: Fortune in the Middle vs Stunt Rewards
Joe- in using the "Over-the-Top" flavor of Exalted in a WoD game, I'd just transfer the mechanic itself, telling players you'll add 1-3 dice to their pool ~if~ they really wow you with their discription and quickly establish how much ~wow~ they need to provide for each dice.
One thing I've done in a similar situation as a ST is taken control of the dice, rolling them myself for their characters as they are in mid description so they can keep talking and then interrupting with a successful result, failure or an Unexpected Event that might be something of both and proceeding for there. It speeds the game up, among other factors.
On 12/21/2001 at 12:43am, Zak Arntson wrote:
RE: Fortune in the Middle vs Stunt Rewards
So, let's assume I start running a Fortune in the Middle game where I want to see a lot of over-the-top stunts and so on. How can I offer rewards for interesting stunts?
Positive reinforcement. Simply notice when they do an over the top stunt and reward it with in-game (or out-of-game) consequences. Make sure the person knows why they get the reward, and they will be more likely to try and earn it in the future.
On 12/21/2001 at 1:26am, Blake Hutchins wrote:
RE: Fortune in the Middle vs Stunt Rewards
Fang,
For what it's worth (addressing your last post), I find your contributions here extremely well-reasoned, incisive, and thought-provoking. The exchanges you and Ron have had in the past truly raised the bar in terms of the quality and depth of the analysis. I personally have no issue with any references to Scattershot, but then I'm a little paper boat on a raging torrent as far as Forge intellectual debate goes. If anything, Scattershot sounds intriguing enough that not getting a holistic view of its innovations may be a bit frustrating.
Best,
Blake
On 12/21/2001 at 8:02am, Gordon C. Landis wrote:
RE: Fortune in the Middle vs Stunt Rewards
On topic -
I think that once FitM gets you away from the "dice DETERMINE the effect" to "dice INFLUENCE the effect", it shouldn't be too hard to carry that over to "and your DESCRIPTION will also influence the effect". In the specific instance cited - over the top stunts, in combat and combat-like situations - I can imagine things like "wow, great idea - you do an extra two points of damage" or "well-described - not only does your stunt work, but you've got the initative next round" and etc. If you like, come up with a number of examples of these "bonuses" and give 'em "levels", so folks know that REALLY GOOD description/ideas might get 'em, say, an immediate extra free action, pretty good ideas/descriptions yield a bonus to damage or some other benefit of that magnitude, while a clever little bit might just get you a minor plus on your next, realted action.
On Scattershot -
I share Ron's frustration at the Scattershot references, and Blake's admiration for Fang's contributions. The frustration is due to the fact that even as theory, I find it almost impossible to "see" from the Scattershot example the point Fang is trying to make - the Scattershot reference (for me) ends up making it MORE obscure, rather than clearer. Fang, I suspect that Scattershot is so clear in your mind that references to it help YOU to understand your point, but it doesn't help me. I'm left thinking I'd understand you better if you left Scattershot out of it, because that'd force you to use language and thought-patterns NOT tied to the two year process that has been your creation of the system. I guess this is a (perhaps unrealistic) fourth option to your three - discuss not without ANY basis, but rather with either: a context derived from the thread and/or the Forge in general as the basis; or a full description of the relevant Scattershot details (either directly or by reference).
The admiration is because (besides your often generaly interesting points), the glimpses I am able to get of Scattershot are DAMN interesting. Disclosure - I have a "pet system" running through my own brain that also uses 2d10. Thus my current name - the "2-20 System". Logo ripped off from d20 as much as possible without risking a law suit :smile:
On the , er, "emotional intent" of posts -
Fang (but really, this applies to most everyone, at some time or another), I can understand why Ron's post might make you feel a bit defensive. But really, it's DAMN HARD to communicate in this format, and I'm actually quite sure Ron wasn't trying to attack you, but really just has an issue (that I pretty much share) that he wants to remedy. Just a personal recommendation (again, to everyone) - always assume, unless proven VERY strongly otherwise, that the motive behind a post is . . . good, true and noble. We're all working together to communicate in a difficult medium, about difficult issues. It'll save a whole lot of time going back and forth trying to refute and/or support claims that may not have even been the posters' concern.
There's always time to write somebody off as an asshole later.
Gordon
On 12/21/2001 at 5:10pm, Ron Edwards wrote:
RE: Fortune in the Middle vs Stunt Rewards
This is my post to respond to Fang, and I apologize to Joe for the thread-within-a-thread.
Fang,
Your perception of being attacked is the central issue in your post, and it needs to be dealt with. You perceive yourself to be "accused of hiding behind Scattershot", or being picked on, or as the target of character assassination.
The same goes for your caution about posting regarding Scattershot, in that if it is a generalist game, or not Narrativist-focused, then it will not garner respect or interest. It also applies to your perception that you lose face, in some way, by not working on or not finishing Scattershot fast enough. Or to the notion that you should abandon your commitment to your family to prioritize on game design.
These are fears, not certainties. You are concerned that they would happen, and strike to defend yourself from statements that might, maybe, perhaps, be the beginning of such attacks.
The trouble is that none of these are the case. You do not lose face in that manner. No one has said, "Fang is lame because Scattershot isn’t done." No one would want you to work on it at the expense of family commitments (and if anyone does say that, I’ll kick their ass). Finally - and this is important - you cannot be certain that any aspects of its prose or design would be unfairly treated until you actually post about it. I think you’d be surprised, especially in the long term.
For instance, JAGS was on the face of it not to my tastes in role-playing. Yet I am currently preparing a JAGS game based on Marco’s description of his horror module (side note - it’s a pretty cool module). The discussion impressed and interested me - hence, I play.
I see a fine solution to the conundrum, much as Blake describes. In fact, you’ve already begun it in your post. "Scattershot is a generalist game." Cool! Now I know something that I didn’t.
Why not post a "state of the art" thread in Game Design? It doesn’t have to give away specifics of dice mechanics; your statement about Rating - 2d10 is plenty. It doesn’t have to be complete or to give away detailed design material. It doesn’t have to be polished (God knows).
The result would be one of the following:
Everyone ignores it. Worst-case scenario, they even belittle and deride it. Your worst suspicions of the Forge are confirmed. This outcome would, I think, reveal the Forge’s input and activity to be worth none of your or anyone’s time, and would not reflect badly on you or your game.
You receive responses, statements of inquiry or puzzlement, and you can enter into some dialogue about it. If you are willing to address misunderstandings as such, and not as judgments on either the game or your clarity of presentation, then a good thread could result.
Best of all, you might even get help. Artists, layout, web hosting, web design, access to Adobe Acrobat, references to printers who cut first-time publishers a break, whatever - all the punk-publishing tips that many of us have learned and used to great effect. This has nothing to do with approval. Speaking for myself, I do not have to like a game, necessarily, in order to help its author gain recognition or get the work one step closer to publishing.
Finally, you could then refer to Scattershot as a reference point, in other threads such that I (for instance) can say "Oh! I get it," and thus your three equally-uncomfortable options are bypassed.
As I stated before, I do not expect or require anything from you. You do not have to follow my suggestion, and you certainly are free to present ideas or references to Scattershot in exactly the way you’ve been doing. If, in fact, you really don’t see why I am always boggled by them, then you are under no obligation to change. Nor am I suggesting that you would be stupid or insensitive to me, or cowardly in any way, by taking that path.
My only concern is the atmosphere of fear and perceived hostility that occasionally surfaces in your posts. Therefore my final point, in hopes of finding a common ground for analogy and thereby being extra clear, is based on your comment that you have studied some martial arts, in a previous post. I have too. One of the most important lessons was, "Choose your fights." If it’s not an attack, one does not have to defend. If a person always assumes injury and strikes to retaliate, then he or she is not a warrior but a victim and victimizer, no matter how much damage they can do.
Best,
Ron
[ This Message was edited by: Ron Edwards on 2001-12-21 12:11 ]
On 12/21/2001 at 5:17pm, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Gordon C. Landis wrote:
On Scattershot -
I suspect that Scattershot is so clear in your mind that references to it help YOU to understand your point, but it doesn't help me.
Then I am clearly not...well, clear. I have, on every reference tried to keep Scattershot from being ‘a part of the answer.’ In this I am failing to communicate. It is frustrating to me that I cannot show a lack of implication that Scattershot explains anything about my responses, that it is merely the ‘color of the paper’ I use.
I think I am at a disadvantage here:
I'm left thinking I'd understand you better if you left Scattershot out of it, because that'd force you to use language and thought-patterns NOT tied to the two year processi that has been your creation of the system. I guess this is a (perhaps unrealistic) fourth option to your three - discuss not without ANY basis, but rather with either: a context derived from the threadii and/or the Forge in general as the basis;iii or a full description of the relevant Scattershot details (either directly or by reference).iv
i Actually, it comes out to more like eight or nine ‘real’ years of development and less than two ‘man’ years of work.
ii That always results in my reputation for writing articles that are too long.
iii That would work if it were not for my problems with the bias created by a lot of the jargonization reinforced by Ron’s essay. Terms like story have proven poor choice on the internet in general (in regards to role-playing games), anything with the letters ‘n-a-r-r-a-t-i-v’ in them automatically adds connotations to the GNS model (which I am on record for finding lacking); this robs me of the ability to describe what I would use such terms for, in any way succinctly, leaving me with cumbersome statements like "the sequence of consequential in-game events, existing both as a chain in juxtaposition and a unit for overall consideration." Whenever I write something out like that, I immediately get responses saying what I have written ‘is too dense’ or ‘cannot be parsed out.’
I suppose I could just put it out the way it works for me in my own words, but nearly every time I have done that, it results in, rather than a discussion of what I brought up, an argument over terminology or misunderstandings because of my flagrant disregard for proprietary jargon.
iv Lately, that kind of response seems to draw criticism for ‘hijacking a discussion.’
Okay, you want "without any basis?" You want "context derived from the thread?" You want "context derived from the Forge in general?" Okay, here you go. (You’re right. No matter how many times I rewrite that, it never sounds as funny as I’d like, nor as ‘un-angry’ as I’d wish. Really, this next part comes from my ‘good side’ and a desire for clarity.)
Translation:
This works as you’ve asked, because of three things.
"You might try this idea, it comes in three parts:"
First, if a participant so desires, ‘quality of success’ units generated "in the Middle" with our "Fortune" mechanic1
"First, set up the ‘Fortune in the Middle’ mechanic so that the results of the middle ‘Fortune’ part, are acting as both a rating of the ‘quality of the success’..."
may be ‘spent’ detailing an outcome. (This is largely what makes it a FitM system.)
"...and can be used as a form of ‘currency’a that will be spent to create detail that has more relevance to the quality of the ‘sequence of in-game events taken as an overall aesthetic unit’b. The higher the ‘quality of the success’ of the ‘Fortune’ component of this FitMc resolution mechanic, the more latitude the player has in affecting the game beyond usual FatEc (‘Fortune at the End’) methods."
Second, outside of an obligatory threshold (based exactly upon how "over-the-top" a group wants their game to be),
"Second, set a hard and fast limit on this ‘quality of the success’ rating based on how cinematic a flavor you want the game. (The smaller the limit, the more cinematic the results will seem.)"
the "Fortune" outcome (in either extreme) forces a resolution that requires description instead of mechanical action.
"When the ‘quality of the success’ rating exceeds this limit (either upwards – great success – or downwards – abysmal failure) require that a player define what impact this resolution will have on the direction of the storya above and beyond how it affects the circumstances it is in."
Thus every ‘critical hit’ whether combat related or not, requires a detailed and unique description (and the game specifically states that such should be a ‘turning point’ of the scene, this is what supports ‘Narrativist drift’ built into the mechanic).
"This will make for those cool, "Robin’s tiny hit fatally damages the Sherriff of Nottingham’s vanity," (from Robin Hood, Prince of thieves) kinds of things. It could be pretty Narrativistc."
Finally, ‘experience units’ may be ‘traded in’ at any time to somewhat randomly add to the "Fortune" part of the resolution.
"Third, create a rewards system, like any experience point system you might like, but make it so that the rewards can be ‘spent’ increasing the above mentioned ‘quality of the success’ rating. If you want to add to emotional excitement of the ‘Fortune’ part, you could make this ‘spending’ yield a somewhat random amount."
Because Scattershot also uses an ‘instant experience’ bonus technique, these are frequently awarded "for well-described actions" on the spot.
"Next make sure that everyone playing knows that they can get these rewards at any time during play, especially when what they do serves your interest in creating those ‘over-the-top’ situations."
These can then be turned right around to ‘force’ further extreme results (that in turn, force creatively detailed results).
"Remember, these rewards will feed directly back into creating those high ‘Fortune’ results making the ‘quality of the success’ rating high and usually over the limit you have set."
Liberal ‘instant experience’ awards almost compels this kind of usage, which feeds more creative resolution descriptions into the game, which results in more ‘instant experience’ and so the cycle continues.
"If you are free with the ‘during play’ rewards, it will almost guarantee that the players will have to resort to affecting the storya in a fashion (because they understand about the ‘over-the-top’ genrea) that almost can’t help but yield more of these ‘during play’ rewards, and so on."
At least, that’s how we do what you ask for. It’s kind of a feedback loop that self-perpetuates. What do you think?
"And that’s what it sounded like you were asking for, a system that reinforces ‘over-the-top’ play that gets beyond the FitMc mechanism while still using it. This does that and perpetuates itself."
Is this the point where I can say, "We did that for Scattershot" without it sounding like you need to know the game? To me, (and this describes some of why I cannot seem to express myself) it still sounds exactly the same. Does this mean I should just give up on trying to be any briefer at all?
The admiration is because (besides your often generally interesting points), the glimpses I am able to get of Scattershot are DAMN interesting.
I appreciate the compliment, I really do. Occasionally, this is all that keeps me going.
Disclosure - I have a "pet system" running through my own brain that also uses 2d10. Thus my current name - the "2-20 System". Logo ripped off from d20 as much as possible without risking a law suit :wink:. Maybe I'm hoping your system is enough like mine that I won't have to actually put in that hard work to make mine even as close to reality as Scattershot is . . . :)
If you are really that interested, would you like me to add your name to the list of people who will receive the outline of the Scattershot mechanics separate from the game?
On the , er, "emotional intent" of posts -
I can understand why Ron's post might make you feel a bit defensive. But really, it's DAMN HARD to communicate in this format, and I'm actually quite sure Ron wasn't trying to attack you, but really just has an issue (that I pretty much share) that he wants to remedy. Just a personal recommendation (again, to everyone) - always assume, unless proven VERY strongly otherwise, that the motive behind a post is . . . good, true and noble. [Snip.]
I did say I am tired (and sick, as it happens), but I must admit an off-topic post that has language like "I’m not telling you what to do..." is "DAMN HARD" to not see as even a polite attack. If "Ron wasn’t trying to attack" then why did he draw his response on Scattershot as opposed to the idea (I thought separate) offered?
Well, anyways, what do you think of the self-perpetuating ‘FitM/Instant Reward/Forced Narration’ idea? (To attempt to get back on topic.)
Fang Langford
a These terms either A) have specific Forge connotations that should not be assumed in this usage, B) generally confuse issues on the internet broadly, or C) are subtle ‘no-no’s around here.
b This is what I would use the term ‘narrative’ to mean anywhere except where Narrativists can hear me.
c This is pretty Forge-specific terminology.
1 not all ability use is moderated by the mechanics in Scattershot. There are some fairly explicit guidelines on how to decide when not to use the mechanics (mostly for beginners). Which was only originally included for bragging purposes.
[ This Message was edited by: Le Joueur on 2001-12-21 12:59 ]
On 12/21/2001 at 5:42pm, Paul Czege wrote:
RE: Fortune in the Middle vs Stunt Rewards
To me...it still sounds exactly the same.
Damn Fang...that was pretty damn accessible. it doesn't sound the same to me at all.
I'm not sure you don't create a conflict of interest for the player (skewing slightly positive on Gamism and slightly negative on Narrativism) by making him choose between spending experience points on quality of success in the current conflict or on saving them to improve the character, with the idea that high levels of quality of success would be wrung from the Fortune part of the resolution mechanic. But I like the new posting style quite a bit.
Paul
[ This Message was edited by: Paul Czege on 2001-12-21 12:42 ]
On 12/21/2001 at 5:50pm, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Ron Edwards wrote:
These are fears, not certainties.
Granted.
Why not post a "state of the art" thread in Game Design?
Correct me if I am wrong, but calling Scattershot the ‘state of the art’ is more hubris than I can aspire to.
It doesn’t have to be polished (God knows).
A statement like this comes pretty easy from someone who has a finished game. Simply put, until I got this close to finishing the ‘mechanics outline’ I keep mentioning, I knew I was missing something pretty substantial according Scattershot’s design specifications. Only last week, did I find the final linchpin in the design. Without it, it was a series of loosely connected techniques for hardly anything new in game design.
I was not seeking polish; I was seeking that ‘pin.’
Now that I have it, I am really pumped about where the design is going (actually both of us are). I could never start a ‘state of the art’ thread, but (everyone please give your input) would it be worthwhile to start a ‘design in progress’ thread? (Warning, if I were to do that, it would quickly spread out to a number of different fronts and hog a lot of bandwidth.) Am I too humble in thinking that this is too much an act of hubris? (Or am I too paranoid that the relatively few ‘never seen them before’ ideas are too valuable to a publisher I might yet approach?)
The result would be one of the following:
Everyone ignores it. Worst-case scenario, they even belittle and deride it.
That’s how it has been received everywhere else.
Your worst suspicions of the Forge are confirmed. This outcome would, I think, reveal the Forge’s input and activity to be worth none of your or anyone’s time, and would not reflect badly on you or your game.
Actually, I follow the idea that if everyone tells you something is a bad idea, it probably is. The Forge would be the nail in that coffin. I want not to be that crazy inventor who toils away on perpetual motion machines, nor to be perceived as such.
As I stated before, I do not expect or require anything from you.
Then how about offering your opinion of an unintended takeover attempt by some daring ‘general system’ author trying to gather his thoughts out loud on your forum? I respect you a lot, Ron, and I am afraid that such a set of threads might propagate too much. Many of the private messages I get are already from a number of people who disagree with the ‘state of things’ around here. I seem to be something of a lightning rod (in fact, these private conversations tend to aggravate my fears). In other forums, I have even been likened to Don Quixote for apparently being ‘against’ you.
...ideas or references to Scattershot...I am always boggled by them,
You are?!? (May I ask how? Privately?)
My only concern is the atmosphere of fear and perceived hostility that occasionally surfaces in your posts.
I can assure you this has more to do with what I contend with in private messages.
Therefore my final point, in hopes of finding a common ground for analogy and thereby being extra clear, is based on your comment that you have studied some martial arts, in a previous post. I have too. One of the most important lessons was, "Choose your fights." If it’s not an attack, one does not have to defend. If a person always assumes injury and strikes to retaliate, then he or she is not a warrior but a victim and victimizer, no matter how much damage they can do.
I have only studied martial arts academically, not personally, but I take your point. On the other hand, in my defense, I think you can understand how a parent grows to feel about protecting their children (or an author of their ideas) against real, perceived, and potential threats. Add to that the fact that I hear from pretty much everyone who has hard feelings around here, and you might see how I mistakenly perceive an attitude of conflict (perhaps I do not ‘compartmentalize’ enough).
I look forward to your response to the honest questions I have asked and hope that this ‘sub-thread’ will quickly wind down. (My apologies for extending it.)
Fang Langford
On 12/21/2001 at 5:56pm, Clinton R. Nixon wrote:
RE: Fortune in the Middle vs Stunt Rewards
On 2001-12-21 12:42, Paul Czege wrote:
I'm not sure you don't create a conflict of interest for the player (skewing slightly positive on Gamism and slightly negative on Narrativism) by making him choose between spending experience points on quality of success in the current conflict or on saving them to improve the character, with the idea that high levels of quality of success would be wrung from the Fortune part of the resolution mechanic.
Actually, I really dig on this idea. It reminds me of 7th Sea's Drama Dice mechanic, in which you may spend Drama Dice to increase your rolls and perform "over-the-top" action. If you save these dice, you get to use them as experience at the end of the game, so it would see that you would get dicked on experience for performing cinematic action. Not so, though - like in Scattershot (dude, I love the name "Fish or Sofa" - you should rethink that), the act of spending Drama Dice and performing cinematic action (with a good description) results in greater awards of Drama Dice, thereby allowing cinematic action and greater experience.
What you have to look out for, though, in my experience, is applying these sorts of rewards/currency in non-beneficial ways. My example is also from 7th Sea, and my big nit-pick with the game. Drama Dice are also spent in order to do any sort of magic. In these cases, though, there is no return of Drama Dice, as the action is not above-and-beyond normal, but a standard action for the character. Therefore, it's not beneficial at all to perform magic in the game.
I think from what Fang said - and I must admit, his posts are not still completely clear to me - that Scattershot will support this sort of mechanism. Spending currency and describing it well will result in more currency for the character in a sort of "reward on your investment". Am I right, Fang?
On 12/21/2001 at 6:04pm, Clinton R. Nixon wrote:
RE: Fortune in the Middle vs Stunt Rewards
And now, to the sub-thread:
On 2001-12-21 12:50, Le Joueur wrote:
Now that I have it, I am really pumped about where the design is going (actually both of us are). I could never start a ?state of the art? thread, but (everyone please give your input) would it be worthwhile to start a ?design in progress? thread? (Warning, if I were to do that, it would quickly spread out to a number of different fronts and hog a lot of bandwidth.)
Fang - I want to encourage you to do this. As the man who pays for the bandwidth, please do. :smile: I'd suggest keeping the discussion in one thread, but whatever works for you.
It sounds a little like you're afraid of someone stealing your ideas. Don't worry - one thing I have noticed among Forge posters is their attention and respect of intellectual property. That sets these forums apart from a majority of the Internet masses.
Lastly, don't worry about being ignored or derided. It happens to all of us sometimes. I don't post as much as I'd like here because I've noticed when I do, it seems to kill a thread. (Why, I don't know.) Go ahead and take this thing by the balls and throw it out there - I bet the response would be better than you imagine.
I also imagine it would let everyone be a bit more familiar with your terminology. Like I admitted above - and this is in no way a slam - I don't understand about half of what you post. I can't quite put my finger on why - and I wish I could, so I could help - but my eyes start to swim when reading your posts. A clear-cut thread on Scattershot, and its philosophies of design might help with that a lot.
On 12/21/2001 at 6:08pm, Paul Czege wrote:
RE: Fortune in the Middle vs Stunt Rewards
I love the name "Fish or Sofa" - you should rethink that
Yeah...I gotta agree. It's an awesome title. Although you'd definitely need George Clooney for your T.V. ads:
(grungy guy): Dude...do you get into the minis? You play Warhammer? Gorkamorka?
(clooney): Nah...we play Fish or Sofa.
[ This Message was edited by: Paul Czege on 2001-12-21 13:09 ]
On 12/21/2001 at 6:18pm, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Paul Czege wrote:
To me...it still sounds exactly the same.
Damn Fang...that was pretty damn accessible. It doesn't sound the same to me at all.
And you know, that pretty much tells me I should skip the advice someone once gave me to be brief and to stop trying to be pedantic. The way I wrote the first one was trying to collapse it all into as few words as possible, the second I was using my ‘teacher voice,’ a much longer (and I thought, boring) way of posting. (As many people who have complained about the lengths of my posts over the months have led me to tending towards the former. I guess its time to give up on that.)
I'm not sure you don't create a conflict of interest for the player (skewing slightly positive on Gamism and slightly negative on Narrativism) by making him choose between spending experience points on quality of success in the current conflict or on saving them to improve the character, with the idea that high levels of quality of success would be wrung from the Fortune part of the resolution mechanic.
Actually this is one of the intentional design goals in Scattershot. For a more Narrativist game, you set the ‘hard limit’ low and hose everyone down with ‘during play’ rewards. To ‘drift Gamist,’ you raise the ‘hard limit’ and dole out the rewards conservatively. The Narrativist gaming groups get to play around with the ‘story’ as much as they like without abandoning the mechanics, the Gamists are thus shielded from having to do so. My instructions on this particular technique use the difference in preference to stress the ‘be careful who you play with’ ideal.
But I like the new posting style quite a bit.
Pedantic it is, expect length though. How do you advise on starting the ‘Scattershot: a design in (slow) progress’ thread over in Game Design?
Fang Langford
On 12/21/2001 at 6:23pm, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Clinton R Nixon wrote:
Scattershot will support this sort of mechanism. Spending currency and describing it well will result in more currency for the character in a sort of "reward on your investment". Am I right, Fang?
Exactly. With the caveat that this only occurs in the "set the ‘hard limit’ on ‘Fortune’ low and be free with the ‘rewards’ for Narrativist" type of play.
Fang Langford
On 12/21/2001 at 6:28pm, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Paul Czege wrote:
To me...it still sounds exactly the same.
Damn Fang...that was pretty damn accessible. It doesn't sound the same to me at all.
And you know, that pretty much tells me I should skip the advice someone once gave me to be brief and to stop trying to be pedantic. The way I wrote the first one was trying to collapse it all into as few words as possible, the second I was using my ‘teacher voice,’ a much longer (and I thought, boring) way of posting. (As many people who have complained about the lengths of my posts over the months have led me to tending towards the former. I guess its time to give up on that.)
I'm not sure you don't create a conflict of interest for the player (skewing slightly positive on Gamism and slightly negative on Narrativism) by making him choose between spending experience points on quality of success in the current conflict or on saving them to improve the character, with the idea that high levels of quality of success would be wrung from the Fortune part of the resolution mechanic.
Actually this is one of the intentional design goals in Scattershot. For a more Narrativist game, you set the ‘hard limit’ low and hose everyone down with ‘during play’ rewards. To ‘drift Gamist,’ you raise the ‘hard limit’ and dole out the rewards conservatively. The Narrativist gaming groups get to play around with the ‘story’ as much as they like without abandoning the mechanics, the Gamists are thus shielded from having to do so. My instructions on this particular technique use the difference in preference to stress the ‘be careful who you play with’ ideal.
But I like the new posting style quite a bit.
Pedantic it is, expect length though. How do you advise on starting the ‘Scattershot: a design in (slow) progress’ thread over in Game Design?
Fang Langford
[ This Message was edited by: Le Joueur on 2001-12-21 13:32 ]
On 12/21/2001 at 6:44pm, Ron Edwards wrote:
RE: Fortune in the Middle vs Stunt Rewards
This might be my last post in the "sub-thread," but we'll see ...
Fang, I think a "Design in Progress" thread would be great. Again, the degree of detail that you present should never exceed your own comfort level, and so concerns about security can at least be kept within the bounds you set.
As for your experience with private messages, I have little to say, except this. If someone is trying to make human contact with you about something that bugs them, then I hope the both of you can work it out. On the other hand, if you are being attacked or told to do anything you don't want to do, by anyone, tell'em to fuck off, and that I said so. Finally, if I'm missing the whole point about the private exchanges, then let me know.
Regarding the "Don Quixote" issue: I would like to direct the attention of anyone to the central concept of Exploration in my GNS essay. Did I originate that concept? I did not. It was originally raised as part of an alternative, competing idea by the Scarlet Jester. I was convinced that the Exploration idea was valid and necessary, even central. It changed my mind. I incorporated it in the way that made the most sense to me (not quite as the Jester's construction), and with full credit to its author. He and I remain cordial (shock! despite occasional ferocious exchanges in the past) and he even contributed a poem to one of the Sorcerer supplements.
In other words, claims that "disagreement with Ron is heresy" are false. Other points by Jim Henley, by Gareth Martin, by Gareth Hanrahan, by Ralph Mazza, by Logan, and by many others have affected and changed my views, through varying degrees of disagreement or agreement.
Again, to everyone: do not construe disagreement by me as a put-down or a silencing. It is for you to decide whether my point or counter-argument really needs to change your view, or whether you are able to provide further points or counter-argument of your own. Identifying sufficient vs. insufficient argument is discourse. It's what we do here. We all win by doing it in good faith, with courtesy, without stubbornness, and without resentment. Arguments may be refuted, but there are no "stupid people" or "losers."
Best,
Ron
On 12/21/2001 at 6:50pm, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Clinton R Nixon wrote:
And now, to the sub-thread:
Le Joueur wrote:
Now that I have it, I am really pumped about where the design is going (actually both of us are). I could never start a ?state of the art? thread, but (everyone please give your input) would it be worthwhile to start a ?design in progress? thread? (Warning, if I were to do that, it would quickly spread out to a number of different fronts and hog a lot of bandwidth.)
I want to encourage you to do this. As the man who pays for the bandwidth, please do. :) I'd suggest keeping the discussion in one thread, but whatever works for you.
Actually, as you can see in just this ‘hijacked thread,’ my discussions tend to spread out quickly. If I am going to ‘make it plain,’ I would have to spread to a number of threads. How do you think a "SCATTERSHOT:" start on all their titles would look?
It sounds a little like you're afraid of someone stealing your ideas. Don't worry - one thing I have noticed among Forge posters is their attention and respect of intellectual property. That sets these forums apart from a majority of the Internet masses.
The problem comes from the fact that I could have sworn I saw a Forge article that had been ‘crawled by a search engine. I cannot seem to find it again, but I coulda swore....
I don't post as much as I'd like here because I've noticed when I do, it seems to kill a thread. (Why, I don't know.)
I can explain it. This sort of thing has happened to me ever since I first began posting on Usenet. When you say something clearly and definitively, or from a position respected, people tend to go ‘oh, so that’s how it works’ and don’t bother to respond. "As the man who pays for the bandwidth" your posts here carry the same sort of weight. In fact, that is one of the reasons I usually spend my time posting here. I get responses. However pedantic I sound people here still seem able to question me. It’s a lot less silence. (Elsewhere, it takes a fair amount of bowing and scraping to get anyone to feel confident enough to respond.)
At least that’s my theory.
Fang Langford
p. s. And I’ll get started on that series of articles as soon as I finish bombing the hard drive on the computer someone donated to my family. (I just got Windows 98 for free, so I’d like to upgrade. Now if I could only find Microsoft Excel and Word at that price, or the memory I’d need to take advantage of the ‘whole package in one’ offer I have for Windows 2000 Professional & Office products.)
On 12/21/2001 at 6:58pm, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Ron Edwards wrote:
As for your experience with private messages, I have little to say, except this. If someone is trying to make human contact with you about something that bugs them, then I hope the both of you can work it out. On the other hand, if you are being attacked or told to do anything you don't want to do, by anyone, tell 'em to fuck off, and that I said so. Finally, if I'm missing the whole point about the private exchanges, then let me know.
Actually, its not people attacking me, its people who feel attacked. Imagine how that would function as propaganda, having a reputation for honest disagreement without abandonment, and people begin telling all their tales of woe (real or imagined). Good listener that I am, after a while, no matter how objective I try to remain, it starts sounding a little true (especially when practiced by a number of unrelated people).
Now I know better.
Fang Langford
[ This Message was edited by: Le Joueur on 2001-12-21 13:59 ]
On 12/21/2001 at 8:28pm, Gordon C. Landis wrote:
RE: Fortune in the Middle vs Stunt Rewards
So much to say, about the sub-thread, about FitM, about Scattershot, and I've got to get on a plane and go visit the parents for the holidays. Luckily I'll have 'net access there, so more in a day or three . . . but quickly:
A Scattershot thread or three would be great. I've noticed you're particularly sensitive to the IP issue, and while Clinton's point about folks on the Forge being "good" about this is quite valid - I'm not sure there's any way to prevent the kind of "idea theft" you're worried about, especially since others might really have just come up with the same notions independently. Not sure what to make of that myself, but . . . there you have it.
On the private message/Don Quixote/etc. phenomena - Fang, I understand EXACTLY. I was experiencing a similar effect - apparently I'm so "reason-able", some folks thought I just needed to be convinced of the "evil" of the Forge. It started to create paranoia in me too, so I had to send msgs to Ron and Clinton to clear the air and make sure nothing I was doing/saying was being misconstrued. It helped a lot - maybe this thread can be your "clearing the air" opportunity.
At least in my case, it's not that those private msgs don't have some valid points - they are just ultimately (it seems to me) more interested in the righteousness of their position than in working things out and maintaining communication. I'll probably periodically continue my own Quixotic campaign with these Forge/Ron/GNS nay-sayers, but . . .
My private exhange with Ron, Clinton and other Forge folks was very cordial and pleasant. With others, that wasn't always the case. Ultimately, I have to judge based on personal experience, and examples of the kind that Ron cites. When I do that . . . with appologies for speaking of those who can't/won't read and respond to what I type here, and acknowledgment that they DO make some good points . . . I can only say that the nay-sayers come across as overly-sensitive and paranoid.
Heck, out of time. I'll just say I consider this sub-thread an example of how to constructively cope with the issues of communicating in a forum, that you almost never see on places like RPG.net. To me, that says a lot about the Forge.
Gordon
On 12/21/2001 at 9:24pm, Laurel wrote:
RE: Fortune in the Middle vs Stunt Rewards
I'll just say I consider this sub-thread an example of how to constructively cope with the issues of communicating in a forum, that you almost never see on places like RPG.net. To me, that says a lot about the Forge.
Gordon
Hear hear. I think you gentlemen are doing an amazing job of working this through, and its to be applauded.
Laurel
On 12/21/2001 at 9:40pm, Joe Murphy (Broin) wrote:
RE: Fortune in the Middle vs Stunt Rewards
I just wanted to thank people for the first thread. It was a nice thread, I loved it a lot, and I miss it. You all helped wonderfully, and got me thinking for a game to be run early in the New Year (assuming the blind drunkeness of Hogmanay doesn't kill us all).
And now that I've seen LotR (my arse is still sore), I have yet more ideas for how groups are composed of varied individuals who solve problems in different ways - arrows, axes, luck, wit...
As far as subsequent threads go, Scattershot sounds fascinating. Best of luck with it. :smile:
Joe.
On 12/21/2001 at 10:39pm, Ron Edwards wrote:
RE: Fortune in the Middle vs Stunt Rewards
Hello,
Joe, I'm hanging my head regarding the violence committed to your thread topic, and I appreciate your tolerance.
On that note, perhaps the following issue can be taken to other threads too, as people see fit.
Evidently, references or accusations are being leveled toward me, Ron Edwards, regarding practices on the Forge and treatment of others. Various Forge members have received a barrage of private messages about such things, yet none have been presented in the light of day, in public, with any opportunity for me to respond.
Site Discussion seems like a fine place for such concerns to be aired.
Best,
Ron
On 12/22/2001 at 9:10pm, Tor Erickson wrote:
RE: Fortune in the Middle vs Stunt Rewards
Quoth Fang:
"If you are free with the ‘during play’ rewards, it will almost guarantee that the players will have to resort to
affecting the story a in a fashion (because they understand about the ‘over-the-top’ genrea) that almost can’t help
but yield more of these ‘during play’ rewards, and so on."
So when you exceed the "limit" that you've set (either positively or negatively) then you HAVE to describe some effect that goes beyond the result that the dice indicate. So, say I get a success that indicates a bad wound to the leg, but in addition, I've gotten enough success to exceed our predetermined limit, so I need to narrate some other effect: say I knock him over backwards into the water trough.
But if I went below the limit, would that mean I have to narrate a negative effect? And am I correct in understanding that "experience points" as you've defined them could be used to generate an effect that would result from exceeding the limit?
One further point of clarification: say we're playing in a cinematic Robin Hood kind of game (thanks for the example), where we've set the "limit" to be quite low. So even "low quality of success" rolls will result in player narration of events in some sort of "over the top" way? But what if the limit is high, then would the same example above (I wound him in the leg!) yield ONLY that result (a wound to the leg) with no further player narration?
And is the purpose of this to create a scale that the group can adjust to its desired level of over-the-topness?
Tor
On 12/27/2001 at 10:51pm, Garbanzo wrote:
RE: Fortune in the Middle vs Stunt Rewards
Tor-
I don't know if I've got it or not, but I *think* I do. Let's see.
Ok, let's stick with the Robin Hood example, and let's say the game mechanic is that one rolls a dice pool, beating a given difficulty. Let's further say that the max successes is 6.
Option 1: Hong Kong Action Cinema - up to 6 physical successes.
0 Successes - failure - arrow narrowly misses target
1 Success - minimal hit - arrow nicks the baddie
2 Successes - moderate hit - arrow hits him in the leg
3 Successes - substantial hit - arrow nails him solidly in the leg
4 Successes - great hit - arrow hits baddie in knee, he falls to ground
5 Successes - superb hit - arrow skewers baddie to tree
6 Successes - absolutely ludicrous hit - arrow blows through baddie's knee, then hits his pal, skewering *him* to the tree
Option 2: Historical Realism - max 3 physical successes
0 Successes - the whiff!
1 Success - minimal hit - arrow nicks the baddie
2 Successes - moderate hit - arrow hits him in the leg
3 Successes - substantial hit - arrow nails him solidly in the leg
4 Successes - as 3 + some - with the hit, he spills his quiver
5 Successes - as 3 + lots - with the hit, he yells for help, using his pals' names (important clue for party)
6 Successes - as 3 + abagachips - as 5, + everyone who saw is impressed as hell at the PC's shooting. Deference from allies, enemies quail.
I was expecting the difference to be gamism vs narrativism, but it's not really. In example 2, the player can use explicit game mechanics to find a rich way to surmount in-game obstacles.
And it's not really a change of Director Stance either, because a player could (or not) describe for each the way the external environment responds to his/her actions.
It seems more a change of "tone" - describing the way reality behaves. Scaling the game mechanics to suit the desired *feel* of the game.
Back to Tor, in my take, if a player falls below the limit, no big deal. That's just a regular success, or a failure, or whatnot.
Low or high limits don't change the magnitude of the act, but determine how the benefits work out. High limit = split the Goblin King in half with a mighty swing. Low limit = deal "realistic" damage, with good news raining from above.
Comments?
Fang, is my interpretation about right?
-Matt
On 12/28/2001 at 7:14am, Le Joueur wrote:
RE: Fortune in the Middle vs Stunt Rewards
Garbanzo wrote:
Comments?
Fang, is my interpretation about right?
Actually, I took this over to Indie Game Design in the thread [SCATTERSHOT:] Transitioning to Gamism (to answer a question), as I will with this response.
Fang Langford
p. s. Who's not looking for trouble for hijacking another thread.
[ This Message was edited by: Le Joueur on 2001-12-28 02:14 ]
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Topic 1068