Wednesday, February 15, 2006

Glossary

  • Actor - The Character performing an Action (possibly contested by a Resistor).
  • Application Phase - The last Phase of any resolution, MIB numbers are converted into Narrative consequences.
  • Applications of a Ratings - These determine how a Rating can be applied in Play. They are Instantaneous, Reactive, or Residual in nature (see the specific listings).
  • Benefit - Anything that makes a result 'better.' Mechanical Benefits include all of the time/Quantity/Opportunity limits, for example, are Subject goes farther, Subject goes faster, effect covers more area, Action takes more time (or less if that's better), affects more points, gives higher bonus, affects more Subjects, has a higher Factor, or 'sifts' more information. Benefits may also improve Scope/Duration bases for an Action. Lastly, anything that notably suits the circumstances of Play, but are not Mechanical in nature.
  • Catastrophic Failure - Happens when a MIB (or RMIB) falls at or below the Critical Juncture number in the negative (for example, if the Critical Juncture number is 7 a MIB of -7, -8, or less is a Catastrophic Failure). The Player of the Actor creates these additional results the same way a recipient does for a Telling Blow.
  • Character - Any active element in the Game. Players invest a lot of time, effort, and passion creating a special kind of Character called a Player Character; as their primary contact point in the Game, Proprietary issues should be closely adhered to in their case.
  • 'Character' - Advantages and Disadvantages of small Mechanical impact on the Game, these are used more as the basis of Characterization Rewards. The cost of these is a single development point for up to 5 'Character' elements
  • Characterization - The fashion in which a Player represents their Character. This is expected to be consistent with the information on the Character Sheet.
  • Character Sheet - An on-paper record of all notable aspects of a Character, given either as Ratings or as descriptions.
  • Cinematic - A type of Game where the Narrative is characterized as nearly cartoon-like in quality as in many B-movies.
  • Complications - Anything that makes a result more difficult. Mechanical Complications include all of the time/Quantity/Opportunity limits, for example, are Subject doesn't get as far, Subject doesn't go as fast, effect covers less area, Action takes longer (or lasts for less time if that's worse), affects fewer points, gives lower bonus, affects fewer Subjects, has a lower Factor, or 'sifts' less information. Complications may also decrease Scope/Duration bases for an Action. Lastly, anything that suits the circumstances of Play notably, but are not Mechanical in nature, may also count.
  • Critical Junctures - Chosen before the Game begins, the Critical Juncture is the numerical limit past which (the MIB number equals or exceeds Critical Juncture, positive or negative) the Proprietor of the Subject is compelled to improvise additional colorful and long-term results. For positive results this is called a Telling Blow, for negative it's a Catastrophic Failure. The sum of the Critical Juncture threshold and the Epic Index* must not exceed 10.
  • Decision Phase - The middle Phase of resolution, this is when the dice are used to impartially generate the basic MIB number that defines the results of the Action being resolved.
  • Defaulting - Modifying a Rating possessed, but not directly related to, an Action your Character has no ability for (usually with a penalty). For abilities your Character cannot even approximate; Easy abilities Default to a roll 11 or less, for Intermediate to a roll 10 or less, and for Difficult, 9 and under; there are also Opportunity limitations as listed for each skill to be Defaulted to. (Defaulting between Scope levels is an extra -1.)
  • Detail - Information and Play that increases the interest and enjoyment of the Game. GARK! Mechanical Detail includes all of the time/Quantity/Opportunity amounts, as well as, for example, how far a Subject goes, how fast a Subject goes, what area an effect covers, how much time an Action takes, how many points an ability affects, how high a bonus is, how many Subjects an Action affects, what Factor an Action gives, or how much information an Action 'sifts.' Detail may also reflect the Scope/Duration bases for Actions. Detail may be rather Mechanical (Specific numbers and such) or very Narrative (colorful additional information).
  • Duration - The time scale that Actions function in. Not in chronological units but as Immediate (happens quickly), Involved (takes a short while), and Scenic* Actions (which occupy entire scenes by themselves).
  • Engaged/Engagement - When the Action of one Character affects yours to the degree that a response becomes possible; yours can become Engaged in their Action. Your Character cannot become Engaged if they are Off-Guard towards that Actor (unless they succeed with a Reaction roll, at a -2 penalty, which predisposes some kind of Reactive Action).
  • Epic Index* - Chosen before the Game begins. Many things (such as the maximum number of Following Actions in a Flurry, maximum number of Complications 'spent' to raise a MIB, maximum number of Free Actions usable in a round, maximum number of Combat Advantages in Play at one time) are limited by Epic Index* number. The sum of the Critical Juncture threshold and the Epic Index* must not exceed 10
  • Experience Dice - These 6-sided dice are given to and retained by the Players and may be used to affect the Narrative in a Mechanical fashion. Once used, they are given to the Player whose Action they were used in (to the Gamemaster is the Action was unopposed). Those given to the Gamemaster are returned to the 'common stock.'

    • Earn them for doing anything that makes Play fun for others in the Group, bringing food, Playing well, making others laugh (when appropriate), doing your part to support good Play, and et cetera. These awards occur between the Play Sessions, coming usually from the Gamemaster, but Players may vote them as for an MVP, for example.
    • You can instantly give them (out of your own stock) to anyone for exceptionally enjoyable episodes they provide during Play. The Gamemaster usually replaces those given by Players, when appropriate. Even the Gamemaster will do this.
    • Borrow them whenever you like (from your 'adharmic bank account'); an example, that you are not limited to, is when you run out. These are saved by whomever you use them 'against;' later, at the discretion of the 'saver,' they must use them 'against' you.
    • Buy them for the price of 2 dice for each development point - This single Mechanic is still in playtrial
    • Keep them for yourself and use them for or against anyone's Characters (including your own); Rewards for good Play goes to the Player not the Character, you may use them on any of your Characters.
    • Roll them during anyone's Decision Phase and add or subtract them as you see fit. Roll them when it's not in Mechanical play and they're treated exactly like a MIB of their face value. (This is the 'Deus Ex Machina' method of affecting the Narrative.)
    • 'Spend' them to improve your Character. Take as many Experience Dice as you wish and roll them together for a total; compare this total to the following schedule. 6-9 nets 1 development point, 10-13 = 2 points, 14-17 = 3, 18-21 = 4, and so on in increments of 4 per point.

  • Factor - The multiplier facet from the UE Chart when applied to a MIB or RMIB number during the Application Phase.
  • Flurry - A sequence of Following Actions that function as a single Involved Action but with several MIB rolls; these are loosely scripted by the skill or ability that defines them. One of the most familiar is Fencing's Parry-Riposte; in Scattershot the combination is a single Involved Action. (Notice too, how it begins with a Reactive Action.)
  • Game - Not just published materials, this includes the Play of the thing and all the elements within a specific incarnation.
  • Gamemaster - This is the Player who 'Plays all the other Characters.' Instead of generating their own Player Character, they take on the roles of all the Non-Player Characters and moderate the properties of them. As the central facilitator of Play, they are traditionally (but not always) called upon to be the Proprietor over most Subjects the Players are not directly the Proprietors of.
  • Gamist - According to Ron Edwards, this is a mode of Play characterized by competition. See his works for further details.
  • Group - The circle of Players, including any Gamemasters, who are a part of creating the singular Narrative.
  • Immediate - A Duration specification usually equal to a single Action (considered loosely 1½ seconds of time). Immediate Actions are completed swiftly, almost as quickly as they are started.
  • Individual - The personal level of Scope. Most Subjects here are singular or very small groups (less than a handful) and it is frequently used in conjunction with Immediate Duration.
  • Instantaneous - An Application of a Rating describing how the Actor chooses when to use the ability. In Mechanical Play, these only occur on the Character's Turn as an Action or as a Following Action.
  • Interruption - Any Action that a Flurry is not 'scripted' to deal with. If successful, it causes the current Flurry to end suddenly.
  • Invoked - Actions or Ratings that are for conscious or deliberate behavior on the part of the Actor. These also include Reactive Actions.
  • Involved - A specific Duration usually taking the time of a number of Immediate Actions. These may occur concurrent with an ongoing scene and sometimes require a series of die rolls to be resolved piecemeal.
  • Magnitude - A Rating that gives the basis of either how much may be affected or how much of an effect related Action will have. These are indexed on the UE Chart at the time of Character creation/evolution and noted on the Character Sheet.
  • Mechanix/Mechanical - The actual 'rules' of Scattershot. The term 'rules' is avoided because of its divisive nature and because 'Mechanix' is suggestive of Scattershot's interrelative quality. The practice of Scattershot is divided into Mechanix and Techniques.
  • Melee - Individual Immediate physical combat fought with hand weapons or less.
  • Mob-Level Scope - One of the higher Scope levels. When dealing with Subjects on this level, each separate Action affects more than a handful people (or represents the Actions of a similar number together). Most frequently in Mechanical Play this is used to create skirmish level battles. A skill like Strategy is at the Mob-Level Scope (while possibly applicable to Squad-Level Scope as well).
  • Narrative - The sequence of Actions and events that occur in Play at the Character level of the Game.
  • Narrativist - According to Ron Edwards, this is a mode of Play characterized by Character Play making (sometimes) symbolic statements on knotty moral or ethical issues with emphasis on Player power over the Narrative. See his works for further details.
  • Non-Player Characters - Not usually as fully fleshed out as Player Characters, these supportive-role Characters may be Played by anybody.
  • Off-Guard - When a Character is concentrating on one thing (usually for a Mechanical Benefit) to the point where they do not get their normal sensory rolls. If the Character attempts and succeeds at a Reaction roll at -2, they must perform a Reactive Action towards what their Player was having them reacting to.
  • Opportunity - Access to an ability or access to a Subject. Some abilities only work in certain circumstances, thus Gills could not be used to exempt oneself from a Gaseous Attack outside of water. Other times a Subject may be 'out of reach' of an Actor's Action, like behind cover.
  • Opportunity Phase - The first Phase of resolution, this is when an Action is chosen and a Rating is modified to suit.
  • Phases - An Action is begun (and given a modified Rating) in the Opportunity Phase. It is impartially concluded (by die roll against that Rating) in the Decision Phase. This Action becomes a part of the Narrative (when the result is interpreted) during the Application Phase. Experience Dice distribution is only allowed during the Decision Phase of resolution.
  • Play - The actual context of the Game. Whatever happens that moves the Narrative forward is a part of Play.
  • Player - Anyone who participates in the creation of the Narrative, whether actively or passively. This includes the Gamemaster.
  • Proprietor - The Player who 'owns' some element within the Game. Usually a Player becomes the Proprietor for anything belonging to their Character or arising from their Character's description or Actions. This also means that the Gamemaster is largely the Proprietor of the world within the Game (seeing as their Characters, the Non-Player Characters, own much of it), this is relaxed whenever a Player first brings up something that no known Non-Player Character is connected with. Players may turn over any element they are Proprietor for to any other Player whenever they wish. You may use other's elements only with their (at least tacit) approval.
  • Quantity - The amount of something, such as the weight of a Subject, which can be affected. This may also be things like how long the Subject might be affected, how far away it could be, how broad of an area, what amount of points it has, or how much information might be affected.
  • Question - Any situation left undetermined by the Speaker comes into Question. During conflict, Question is usually resolved via the impartiality of dice using Mechanically designated probability weighting. The rest of the time, Question usually represents Narrative elements that the Speaker wishes to leave to uncertainty. 'Not knowing' automatically creates a degree of tension and 'freshness' in the Narrative.
  • Reactive - The Application of a Rating in response to an agency outside of the Character who is 'reacting.' Usually anything that causes a Reactive Ratings roll is also an Engagement.
  • Residual - An Application of a Rating as a continuing modifier. Residual modifiers that are generated as a result of an Action index their MIB number on the 'Bonus' facet of the UE Chart for this modifier (and usually find a 1). Many advantages and disadvantages function as Residual modifiers on all situations that meet their Opportunity requirements.
  • Resistor - A Character who, by being Engaged, may actively oppose an Action being done by the Actor, usually by making that Action contested with a die roll.
  • Resource - A Rating that represents an amount of something that may be Mechanically affected. Primarily these are Hit Points and Power. Any ability that has the capacity to drain or temporarily lower any other ability will treat that Rating as a Resource Mechanically.
  • Scenic* - A specific Duration that is usually for actions that 'take up' an entire scene by themselves. Thus a Scenic* Action is usually treated outside of Play, as between Played scenes.
  • Scope - Sometimes Subjects are treated in aggregate groupings. Mechanically this is separated into Individual, Squad, Mob, or Higher Scope. Single Subjects compose the Individual Scope, around a handful is Squad, and larger groups counts as Mobs. Even larger groups like neighborhoods, districts, armies, or countries are possible, but are only rarely used because of the time scale usually associated with their Actions.
  • Session - The continual Play of a single Game in one sitting.
  • Simulationist - According to Ron Edwards, this is a mode of Play primarily characterized by exploration of Character, setting, situation, or system and on preserving the in-game causality. See his works for further details.
  • Speaker - To avoid confusion, there is usually only one Speaker at any time (some alternatives include dialogue and interview-style descriptions). Who the Speaker is usually passes from Player to Player in an informal matter depending largely upon the requirements of who the Proprietor is for what is in Play. During Mechanical Play, who the Speaker is, formally travels counter-clockwise around the Group. While a Speaker may request information about things in Play, the response does not automatically change who the Speaker is.
  • Squad-Level Scope - A medium Scope level. When dealing with things on this level, each separate roll or Action affects about a handful people (or is the Actions of a similar number working together). In Mechanical Play, this can be things like gang warfare. A skill like Strategy is probably applicable to a Squad-Level Scope, but so would be an Individual-Level Scope skill like Tactics. (And you'll note that these Default to one and another across Scope lines.)
  • Subject - The prop, Character, or area that is the focus of an Action, the scale of which is frequently determined by the current Scope of Play.
  • Techniques - The methods described elsewhere for the application and use of Scattershot's Mechanix.
  • Telling Blow - Happens when a MIB (or RMIB) is at or above the Critical Juncture number (for example, if the Critical Juncture number is 7, a MIB of 7, 8, or higher is a Telling Blow). The Resistor creates the additional results required by this occurance.
  • Types - The three Types of Ratings are Invoked, Magnitude, and Resource; these Types indicate how the Mechanix make use of these Ratings. Few Ratings are treated as exclusively of one Type (for example, Power is usually a Magnitude, but when used for Magic, it acts as a Resource).
  • UE Chart - The geometrically progressive capacities chart used to predetermine the Quantities of Subject that can be affected or the Quantity of effect produced. Not to be confused with how the quality of effect is designated by the MIB.
* These are in dire need of renaming; any advice is greatly appreciated. Advice on renaming any of the items in the glossary is also greatly appreciated.

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