Scope

Posted in think

Rob Donoghue has some very nice things to say over at his blog, Some Space to Think, about Diaspora. Specifically, right now he’s jazzed about scope, which we introduce in no more than half a page of material on page six. My response to his observations and to those of his commenters is:

You guys are mowing all over my Soft Horizon lawn. :D A lot of this is ground I’ve covered while analyzing scopes but some of it is new as well, which is exciting. An upcoming project, Soft Horizon, uses scopes as a critical component of character generation and it pays in extraordinary ways.

During character creation, when asked to select an aspect, the player may choose either an aspect or a scope. She gets one scope for free — Myself. Every aspect must be under a scope. Refresh is the number of aspects only.

I’m sure you can already see most of the cool trade-offs being performed here. One that’s less obvious, perhaps, is that the player is making decisions about autonomy: when the ref compels an aspect under the scope “The Royal Family”, it’s the character’s obligations that are pushing. Were the aspect under “Myself” it would be a personal decision. The story of accepting or denying the compel must take the scope into account.

Another feature is the empty scope. What does it do? Well, when someone maneuvers to put an aspect on you (friendly most relevantly but also hostile) they must put it under an existing scope. So empty scopes are places where your friends can make you extra awesome by empowering your relationships (your DEMON SWORD or your CREW OF PIRATES).

Scopes rocks.

Scope is a remarkably powerful concept to introduce to Fate because it adds constraints and the one thing that Fate really needs is constraint. These kinds of constraints are the anchor points in the system (any system) that let us find interesting new mechanisms and interactions between mechanisms. Systems with no constraints have nowhere to get a grip and twist. And look how much you can twist this sucker with just this one constraint!

This is space that needs exploring — in any awesome system in which you can do anything, wonder how you can tie it down and make it beg. Once bound, it will be more obvious how to make it something more interesting.

BDSM metaphors are not typical for me, I promise.

–BMurray

Posted by halfjack   @   27 October 2009

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2 Comments

Comments
Feb 4, 2010
19:21
#1 Biff :

I know this is an old post but it has taken me until now to distill my thoughts on the topic. Firstly, Diaspora made Scopes awesome. Secondly, Soft Horizon is turning the awesome up to 11. That being said, there are a few things I would appreciate your input on.

1) It pays to have non-boring Aspects so that you can get the most out of your Invokes and Compels. But a Scope has non mechanical advantage other than it’s existence – the bang comes from the Aspects within it. This leads to some bland Scopes such as My Self and My Contacts. This concerns me. Do you have plans to make it pay to have non-boring Scopes?

2) In the Soft Horizon material on your wiki you mention the extreme case of 11 Scopes and 0 Aspect. is this case just an idle curiosity or do you see it as a playable option? The character would have a refresh of 0 and would have to take Consequences or have aspects placed on it before it could even begin to earn FATE point. Has anyone played this type of character?

3) Rob had a post a while back about being badass that touched on Scopes. He suggested that a character might be particularly adept at exploiting a particular Scope. Someone that specializes in using the Environment against their enemies, exploiting their Enemy’s weaknesses. I was Wondering if you had any thoughts on the matter.

Thanks

Feb 4, 2010
23:56
#2 halfjack :

For the first I’m not sure scopes need to be anything other than containers. What they do is already pretty powerful and doesn’t need to be boring (My Hate). But it’s worth thinking about.

For the second I don’t think the extreme is very playable, no. But having some empty scopes is powerful (in fact they make friendly maneuvers more effective). ultimately its the shortfall of fate points that will kill you.

For the second, we haven’t explored it. I think it suggests a new category of stunt, but Soft Horizon doesn’t use stunts. It might inform duties. But then, as there are no constraints on what a scope might be, exactly, in Soft Horizon, it’s hard to write a stunt that has an effect based on a particular scope. I think it’s something that would mesh tightly into Diaspora, though, where we already know what all the scopes are.

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