The Unseen
Plying the Courts of the Hidden Kingsby Ajmir Einstein Fang Langford
Copyright 2002
Handbook for the Recently Deceased Press
Copyright 2002
Handbook for the Recently Deceased Press
What if pixies lived in your garden, trolls under that bridge, or the neighbor really was an ogre? And you suddenly could see them! - Fang's Ongoing Project
"What if pixies lived in your garden, trolls under that bridge, or the neighbor really was an ogre? And you suddenly could see them!" -- Fang LangfordFrom before:
Introduction - Set the 'Editorial Voice'Play example goes here.
Strategically placed pieces of seeming fiction will actually be cleverly disguised examples that the chapter following it will rely heavily upon. Subtle system characteristics will be doubly hidden and be referred to more than one chapter backward (such as "remember the example back in Chapter Two where...").The secret plan is to introduce examples in a special way. Rather than isolated concentrated examples sprinkled randomly through out the book, I decided several things:
Another innovation we plan (and this is the reason for the extensive index), is combining creature, gizmo, or non-player 'cast' lists with the "Genre specific mechanics." That way not only does each power, spell, or otherwise have a concise example, there is also a goodly list of base creatures/non-player characters/gizmos for the reader to start with.
Title: The UnseenFang Langford
Subtitle: Plying the Courts of the Hidden Kings
Handout 1: Live Action Rules
Handout 2: Avatar Rules
Handout 3: LARP Magic
Features: Live Action & Avatar Rules
Premise: The Horror Within Oneself
Augmentary Feature: Reflection Shifting
Augmentary Feature: Monsters as PCs
Augmentary Feature: Magic Users
Augmentary Feature: Tabloids
Card Game Notes: Tarot Motif/Magic
Card Game Notes: Færie Catalog
Card Game Notes: Useful LARP Resolution
Universe: U3 - with Færie visitation
Dynamic Background: Seelie versus Unseelie plus Fianna
Notes: Related to Charles DeLint's works
As you can see, I hadn't "named" all of them yet.
Universe 6: The World of the Modern Fantastic
SuperheroesFærie Tales
Typical Fantasy RPGThe Unseen: In the Courts of the Hidden Kings
Færies, Trolls, Vampires and et cetera in the Modern WorldSteel Cages: Ten Minutes Old and It's Free
CyberpunkGothic with a K
Vampires, C'thulhu and Horror"Romance Novel"
'Nuff SaidTales of the Laughing Fox
Science Fantasy with Laser SwordsDouble Feature
Cinematic and Over-the-TopSinclair Cat: Consulting Detective
Detective, Steampunk and Anthropomorphics"Time Travel"
'Nuff Said"Spec Trek" (Split-Infinity Drive)
Think Distant Speculative Future BattleshipsÆgisTech
Mecha & Street Kombat
Chapter One - BasicsPreviously:
- Sample Characters
- How to be a player
- Using the mechanics
- Gamemastering
This is almost exactly what I had in mind for the follow-up to No Myth Gamemastering. I will be forever indebted to Chris for spelling Flag Framing out.
Chapter Two - Character in DepthPreviously: on Kallisti Press, in "Shadows and Strings," Joshua BishopRoby wrote:
- How to create a character
- Genre specific mechanics
- What's in it to play?
Chapter Three - How to Use the SystemPreviously:
- When to use the mechanics or not
- Genre specific mechanics (changes depending on the book)
- Whatever lists are needed by genre
Another archive find! This one occurred before No Myth Gamemastering, so those modifications will be necessary first.
The Game in Outline:
Mechanix ("->" means alternatively "begets" or "influences"):Style:
- Players (inc. gamemasters) -> Personae -> Interaction -> Play -> Narrative -> History
- Context: Persona versus (Relationships and Circumstances) before (Background and Props) create Sequences via Mechanix
- Ownership: Proprietorship, Gamemaster, Player, and Speaker
- Play: Solo, General, Specific, and Mechanical
- Systematic: Detail, Question, Challenge, and Contests
- Ratings: Numeric (Magnitude, Invoked, and Resource), Direct (Advantage, Disadvantage, and Character)
- Action Phases: Opportunity, Decision, and Application
- Resolution Cycle: Circumstance -> Modifiers -> Resolution -> MIB number -> Adaptation -> Play
- Modifiers: Time/Extent/Opportunity, Props/Consumables/Workspace/Labor, Scope/Duration of Subject, Engagement (En Guard/Focused), and the UE Chart
- Scope: Individual, Squad, Mob, and higher
- Duration: Immediate, Involved, and Scenic
- Obliged: Critical Juncture (Epic Threshold), Telling Blow, and Catastrophic Failure
- Contesting: Deliberate, Latent, Residual, and Modifiers
- Circumstance -> Initiative -> Turns -> Following Actions (Flurry/Interruption) -> Combat Advantage
- Rewards: Keepers, Gimmes, Freebies, Loaners, Payback, Buy Back, and Development (and Plot Device/Deus Ex Machina)
- Mechanical Complication: Hands-Free, Basic, Intermediate (Tournament), Advanced, Collectible Card Game
Techniques Thus Far:
- Approaches: Avatar, Swashbuckler, Joueur, and Auteur
- Commitment: Ambitious, Intentional, and Passive
- Internal Reference: Self-Conscious versus In Context
- Sharing: Self-Sovereign, Referential, and Gamemasterful
Upcoming Emergent Techniques:
- Sine Qua Non (Adds to Ownership) - Your Persona: Keep It Simple, Share
- Genre Expectations (Adds to Context) - Know what you're playing
- Mystiques and Intrigue (Adds to Sine Qua Non and Genre Expectations) - Where to focus; how to engage
- Who's in Charge? (Adds to Ownership: Speaker) - How to play together
- Challenge (Adds to Systematic: Challenge & Interaction) and King Solomon's Auction (Adds to Ownership & Who's in Charge) - Avoiding fights; good gamesmanship and alternatives
- Creating Detail (Adds to Play & System) - Mechanix only when you need them
- Suspense is Killing Me (Adds to Creating Detail & Mystiques and Intrigue) - Spare the dice and save the Play (Spoil the Players)
- Experience Dice and Genre Expectations (Adds to Genre Expectations & Context: Genre Expectations): Style (Adds to Style: Approaches, Commitment, Internal Reference, Sharing), Central Concept, Metaphor, Motif, and Running Gag - How to organize the expectations beyond the 'Portable Elements'
Game Flow:
- Genre Expectations (Adds to Genre Expectation) - Genre Expectations are composed of the 'Portable Elements' (and are often listed by them), but grow out of expectations of 'mood,' 'atmosphere,' 'tone,' or et cetera, that 'filter' all of these:
- Personae: The active elements or 'vehicle' that connects players to the play
- Mechanix: Establishes a player's 'right of way' (Adds to Genre Expectations: Speaker), provides explicit 'tools' to create play (Adds to Systematic & Resolution Cycle), and reinforces Genre Expectations (Adds to Rewards & Context) 'when all else fails' (Adds to Play: ...Specific, and Mechanical)
- Props: Further empowerment for actions as abilities (Adds to Modifiers & Systematic: Challenge), descriptions (Adds to Players: Interaction & Context: Props & Systematic: Detail), or goals (Adds to Context: Sequences & Rewards: Plot Devices & Mystiques and Intrigue)
- Relationships: Simultaneously the representation of active elements and the networking that exists between them within the game; makes the game 'more than the sum of its parts' (Adds to Ownership: Proprietorship, Gamemaster...) and creates some of the realms to play in (Adds to Context: Relationships & Mystiques and Intrigue)
- Sequences: 'Expectable' chains of events as guidelines that are both abstract and ordered (Adds to Context: Sequences), providing both a way of reinforcing Genre Expectations by enticement for following them (Adds to Rewards: Keepers...Freebies...Payback) and inspiration for moments of quandary (Adds to Mystiques and Intrigue & Creating Detail & Suspense); often given in fragments or abstracted into general 'story' structures
- These 'chunks' reach down to where Involved and Scenic Actions reach up to; for example, the 'Romance Novel' CCG supplement will be Scenic-Action/plot/whimsy cards
- Background: Simultaneously the representation of the passive elements and their value 'in the scheme of things,' waiting to be brought into play and/or acted upon
Setting, History, 'scenery,' 'bedrock,' 'can be in-motion/undirected,' 'available to be used'- Circumstances:
Connects Personae to Background 'field of play' 'avenues'
not just the relationships between the elements, but sometimes their relationship to the Self-Conscious narrative (like tension, being crucial). 'scenery,' 'site/startpoint,' 'Dynamic Status Quo: redux' [prior to "Starting a Game"]Gamemastering:
- Challenge (Redux) – Mechanix (get into die rolling situations, "Hey, I'm not gonna let you...")
- Playering/Gamemastering [prior to "Rewards..." and "Group Persona..."]
- Starting a Game (or a Session) [prior to "Negotiating..."]
- Who the Speaker is & Spotlight Time (Who's in Charge Redux)
- Sharing the Responsibilities (Having a Ref and Such) - Techniques
- Live-Action Role-Playing 'Logistics' (and Missing Players) - Problems
- When Approaches Contrast (Using Them in Play) – Problems
- Warm-Ups
Scenic Breakdown:
- Gamemastering/Playering [duplicate to show relevance to "Playering..."] – 'sharing play,' 'it's not really real,' 'all roads don't lead to Rome if Rome doesn't exist,' 'faking an inspiration/improvisation,' 'you could control, but why?'
- Good gamesmanship – spotlight issues/problems (gamemasters too)
- Gamemastering Mystiques (Yours and Others)
- Rewards Mechanix [after "Mechanix"] (Adds to Genre Expectations: Mechanix)
- Keepers, Gimmes, Loaners, Freebies, Payback, Buy Back
- Giving, Receiving, Sharing, Lending, and Borrowing
- Using Experience Dice (activating Props, plot devices, development, and et cetera) – Mechanix [after "Props"] (Adds to Props)
- Handling Advantages/Disadvantages - Mechanix [after "...Really Ambitious..."]
- Genre Expectations as 'the Hammer' - Techniques [prior to "Advanced Analysis"]
- Background Creation/Maintenance [after "Relationships"] (Adds to Genre Expectations: Relationships...Backgrounds)
- Dynamic Status Quo/Ecological 'Leveling' – using Circumstances
- Gamemastering K.I.S.S. (stay close to your GenEx and Approaches, c. f. Transition) [after "Transition"] 'more sharing'
- Breaking Up is Hard to Do – Problems
Playering:
- What's a Scene For and When Does It End? [after "Sequences"] [after "Who is the Speaker..."] (Adds to Genre Expectations: Sequences)
- Pacing, Pacing, Pacing (do it by the Approaches)
- The Tension Spiral – always appropriate (watch the clock)
- Making 'a Story' (Thematic and Climactic Ambitions)
- Sharing the Spotlight (...with the Background/gamemaster too)
- 'The Opposition' (the illusion of the Ambition of Competition with the gamemaster)
- Fusion (Portable Parts)/Emulation (dangers/joys of copying)
- Transition [prior to "...K.I.S.S..."]
For the Connoisseur:
- Origins, Precipitating Events, Drives, and Direction for the Persona or Game [after "Persona"] (Adds to Genre Expectations: Personae)
- Negotiating Sine Qua Non (and Genre Expectations) [prior to "Advanced Analysis"]
- Group Persona Creation (and Individual) [prior to "Getting Really Ambitious"]
- Persona Development - Mechanix
- Finding an Approach Compromise – Techniques
- Write your own GenEx [after "...as 'the Hammer'" and "Negotiating..."] - Central Concept, Metaphor, Motif, and Running Gag then Background, Props, Relationships, Circumstances, Sequences, Personae, and Mechanix
- Getting Really Ambitious
- Advanced Analysis (of other games)
Chapter Four - How to Use CombatPreviously:
- Deciding on the proper use of conflict for your games
- Combat
Oh great. As if I didn't have enough trouble ; )
Moyra Turkington has described the way to capture about half of Scattershot. It's like the difference between 'putting your two cents' and 'a penny for your thoughts.' Most traditional gaming is about the two cents; everyone is expected to 'go after' what they want. Hers is about flirting and enticing another, the reward is the sign of approval for the efforts. That's exactly where I was going with Mystiques and instant rewards in Experience Dice, but I really didn't know it.
Now that I can tap into her 'pull' versus 'push' thinking, I may just be able to write the Scattershot material the way I wanted. With the complications stuff too.
There seems to be a fair amount of confusion about what she's saying, but to me it's all about opening up, revealing, and trusting. You aren't judging someone else's play into your comfort zone, you are inviting them to do whatever they want to please you. It's not a passive technique at all, but an enticement or an invitation. It's a great way to create connection between the other players and the character, between the other players and the character's player. And it doesn't need to be character specific; considering the Proprietorship aspect of Scattershot, any proprietor can pull in terms of their 'property.'
I'll leave the rest of this thinking for later (during the redesign).
Chapter Five - Who Plays All the Rest?Previously:
- Gamemastering (I was made to promise to add this to Scattershot.)
- Motifs and genre conventions
I found this in my search for 'the olde stuff'When we were working out the ‘supplements’ side of Scattershot, we paid attention to a fact that retailing experience brought back again and again; if you don’t bring out new role-playing gaming products regularly, you lose your ‘front row’ seat to sales (and interest). But how to do that without succumbing to ‘editionitis’ (printing second and higher editions of the rules)? Modules? (Those are only sold to a smaller and smaller share of the market who are already buyers of the line.) Updates? (I don’t know about anyone else, but I hate having to scan three or four books to find one rule; that’s too much ‘handling time.’) What then?
The Unseen in one of the twelve core products, however I'm taking out the LARP rules until I get some playtesters (if ever). Here I mostly want to explore the Genre Expectation and product format.
I got an idea from both Palladium’s pre-Rifts lines and GURPS’ world books. It should be something light, and very narrow-genre (each one of its own creation, thank you), yet it should contain at least some of the main rules (always a flaw I found in GURPS). Yet Palladium books cost too much to be light. What then?
Well, a long time ago, I segregated Scattershot’s mechanical complexity into three tiers (to avoid GURPS’ innumerable ‘optional rules’ search-time problem). We decided that we’d put only the first tier of the mechanics in each of these ‘genre books,’ as we’d come to calling them (with ample references to a ‘core set’ of books). We’d also spend most of our design time on the mechanics in the core books (twelve of them now, with no more in sight) so they’d never need major revision/updating. This also meant the first tier of mechanics, as it appears in the ‘genre books,’ would be fairly static (not the presentation, just the mechanics themselves, did I mention that core book twelve is meant to be in comic book format even though it carries roughly the same mechanics as all the others?).
What this means is that anyone right off the street could pick up a ‘genre book’ and be able to approximate play (with the static, first tier mechanics, this makes for a shorter production schedule, crucial for making a profit at media tie-ins and licensed products - fad chasing). These books would lead consumers back to the core set of books which cross-reference each other (in as user friendly - not ‘where did those rules go’ – a way possible, each book offers modular rules + narrow-genre information that can be used to augment any other), inviting the consumer to buying the whole line. (This is much like the effect the ‘Open Gaming License’ was supposed to have on Player’s Handbook sales.)
Since we’d be treating every little narrow-genre as it came up and these products hung from the ‘structure’ of the generalized genres presented in the core books, we’d never run out of source material (or fads to chase after). Production time and costs would be low, so we could catch as many trends as possible (without losing our publisher’s shirt), and the price at the counter would likewise be lower for the entry-level consumer (I am still amazed at price tags over thirty dollars).
Add to that that we have a similar type of tie-in planned as a collectible card game and also an electronic console game tie-in in development, means we can be as diversified as needs be.
Which means I need to come up with the 'second focus' for the game. I believe all my products come out flat without a 'second focus.' Add to that rearchitecting the Mechanix and Experience Dice stuff to fit the new Complication Resolution model, rebuilding the Experience Dice Mechanix to create proper currency between sections of the game and to reinforce the designed-in play goals (based on some reward cycle articles I've read recently on some blogs around here).
Chapter Six - Using Other Parts of ScattershotPreviously:
- Fusing genre conventions from the other products
I've been struggling a lot lately with something I remembered about the original design of The Unseen...it was meant to be the LARP entry of Scattershot. An obvious ploy to garner the Vampire: the Masquerade LARP people.
It kinda couldn't be both really; a tabletop with LARP patched on or a LARP with optional tabletop rules.
I'm a bit at a loss. To be true to the original vision or...?
Yer right. I'll make it a tabletop and scratch-rewrite it if I need it to be a LARP.
Thanks, it's always good to talk to you.