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Amphiprison – Member

11:20 pm – March 29, 2010

posts 3

Dennis here, of the ill-fated Academic in your second game of Human Contact at PAX East.  Pondered some of the questions you (may have) asked.

1) Why do the Academics fail so miserably?

For me, at least, I *wanted* them to fail, as does anyone who's watched Firefly.  Brandi made the right call by choosing a colonist as protagonist- I wanted her protagonist to succeed more than my own!  It sounds like your first game had similar-minded folks; their Academics were literally self-sacrificing once they realized their ham-handed attempts at enlightenment would only result in their deification.


By the sound of your blog, the third game had some great folks who verymuch brought an entirely different mindset to the game- Academics not in the sense of the institutionalized, tech-as-virtue “bringing enlightenment to a backwater world to make it safe for *our* people” but culturally sensitive agents of empowerment.

What was the difference?  The first group (and at least one member of the second) didn't want the Academics to succeed.  The third group did.  We very largely wrote the story we wanted to read, and your system helped us do that.


2) What did you think could be done better? (Okay, maybe I imagined you saying this, or there was some variant, but there's a question I want to ask so I'm going to go ahead and do so)

The features, in particular, felt a bit underutilized- it may be the vestigial munchkin in me, but I was hard-pressed to choose the side of the feature my character was not well versed in.  It may be a simple result of me misunderstanding how the rules worked, but: As the protagonist, I seem to be rolling three dice no matter what kind of conflict.  If the relevant features number is, say, 4, why would I choose to roll under 4 rather than over 4?  Is there some tangential benefit I've missed?


I'm sure the rest of my minor concerns will become blindingly irrelevant once I purchase a copy of Shock: proper, a feat already in the process of becoming reality.  And since I didn't have the presence of mind to do so in person, thanks for creating a sci-fi roleplay system that does what sci-fi does best (ask big questions) without getting bogged down in what it does worst (quibble over minutiae).  Heck, you even used the word minutiae as a game term!  Even more bonus points!


P.S.  Read a review which called the genderless pronoun disclaimer pretentious.  I disagree; I feel it's merely unnecessary.  I read through the Human Contact preview without the benefit of such a disclaimer, went 'oh, they're using zie as a genderless pronoun,' and moved on with my life.

joshua – Admin

10:04 am – March 30, 2010

posts 167


Hi, Dennis!

One of the fundamental principles in Human contact is that everyone, everyone, everyone is a person. They are just as subject to misplaced pride, greed, and ill-conceived acts of desperation as they are to self-confidence, sympathy, and powerful acts of far-sighted subtlety.

That means that envoys, after their long isolation of distant study very well might decide that the cat's away, and they're going to be despotic shits. They have the equivalent of the guns, germs, and steel, after all. That's a lot of temptation for one so inclined.


culturally sensitive agents of empowerment.

They were, and, while that's their job, I'm perfectly happy to see failure. I mean, that's interesting, too. In a lot of ways, Shock: is a game of negative examples.

In the first game we had, there was a real possibility that the third and final envoy was going to die, too. Were that to happen, we'd still follow the society around for seven years, seeing if it was going to resolve the concerns. Maybe the arrival of the envoys was enough, and the society would sort itself out before the starship arrived. It still might work out for the best for that society.

I was hard-pressed to choose the side of the feature my character was not well versed in.

You don't choose Features to roll, at all! You just roll as many Features you have. You can think of it as two things that coincidentally match: the number of Features and the number of dice you roll. The choice of what to roll is in the Links — those are highly context-sensitive. You reroll those when circumstances threaten your relationship to one of those things.

It's your job to find ways to succeed as often as possible. You're advocating for that character. You don't need to self-censor.

If, on the other hand, you want the little shit to go down in flames, allocate your Fulcra that way, so the guy's always failing. If all goes well, you'll have a ton of dice at the end for a redemptive scene, which you will very likely want.

And since I didn't have the presence of mind to do so in person, thanks for creating a sci-fi roleplay system that does what sci-fi does best (ask big questions) without getting bogged down in what it does worst (quibble over minutiae).  Heck, you even used the word minutiae as a game term!  Even more bonus points!

My pleasure! It helps me find other people who like the same science fiction I do, too! It works out really well for me.

P.S.  Read a review which called the genderless pronoun disclaimer pretentious.  I disagree; I feel it's merely unnecessary.

Well, unnecessary for you, perhaps. But here we are, talking about it. People who find that sidebar interesting or irrelevant love the game. People who find it distracting or pretensious are a toss-up. It's there for two reasons: to inform people who haven't heard the terms or ideas; and to alert those who have, that this is the game for them.

It was a pleasure playing with you guys. Maybe we'll get to again, sometime!

Where do you live? I might know of some Shock: enthusiasts in your area.

Joshua A.C. Newman

Amphiprison – Member

10:38 pm – March 30, 2010

posts 3

Post edited 2:44 am – March 31, 2010 by joshua


 I'm perfectly happy to see failure. I mean, that's interesting, too. In a lot of ways, Shock: is a game of negative examples.

Agreed, but it helps that Shock: doesn't penalize the player for daring to fail spectacularly.  Good games find ways to keep the player involved/engaged in spite of, or because of, failure.

If, on the other hand, you want the little shit to go down in flames, allocate your Fulcra that way, so the guy's always failing. If all goes well, you'll have a ton of dice at the end for a redemptive scene, which you will very likely want.


Hrm- I believe I meant to say Fulcrum when I said Features.  The word wasn't on the handy *Tagonist sheet, so it didn't come to mind. ;)  I'll have to research how this 'redemptive scene' thing works out in the Shock: book proper, as I imagine it's readily available there.  No sense in asking you rules questions until I've sussed out enough to render the core book unnecessary, after all! ;)


Where do you live? I might know of some Shock: enthusiasts in your area.


I'm in southeastern PA at present, about 30-40 minutes from Philadelphia if traffic is kind.  Worry not, I fully intend on spawning some in my locale… ;)


joshua – Admin

10:53 pm – March 30, 2010

posts 167

Agreed, but it helps that Shock: doesn't penalize the player for daring to fail spectacularly.  Good games find ways to keep the player involved/engaged in spite of, or because of, failure.

What's the point of penalizing someone for doing something interesting? Man, if I could count the times the world's ended in games of Shock: on one hand, I'd have to have fucked up chrysanthemum hands.

Ah: Fulcra are the number above or below which you must roll. The number of Features doesn't affect that. So, for instance, if you have a Fulcrum of 4 on Violence vs. Sex, and you want to win by Sex, you have to roll under a 4 to succeed. The more dice you have (that is, the more Features you have and the more conflicts you've lost), the more likely you are to have a d10 that's less than 4. The only choice you have in the matter is whether you want to succeed via Sex.

I think, though I'm not sure, that “redemption” is mentioned in the Hacks section near the back. Like all the Hacks, it's an implication of the rules, not a rule, per se.

I do, indeed, know Philadelphian Shock: enthusiasts. I've invited one to this thread!

Joshua A.C. Newman

joshua – Admin

10:55 pm – March 30, 2010

posts 167

AH! I just figured out what you were asking:

it may be the vestigial munchkin in me, but I was hard-pressed to choose the side of the feature my character was not well versed in.

You only get more dice when you fail. That's why you choose the side you suck at.

Joshua A.C. Newman

Rachel Walton – Guest

11:15 pm – March 30, 2010

Hi Dennis!

I'm a friend of Joshua and a Philly Shock: enthusiast. I know a couple of others around here too. If you're up for a little adventure, we'd love to have you over to play sometime. Feel free to email me through gmail: EarthenForge@…

-Rachel

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