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Chapter V- Lights ... Camera ... Action!<br />

The art <strong>of</strong> roleplaying is the art <strong>of</strong> building a consensual<br />

illusion. This chapter is about how to describe the<br />

outcomes <strong>of</strong> a character's actions, in a way that holds<br />

together the illusion <strong>of</strong> reality that makes roleplaying<br />

possible. These outcomes must be fair to both character<br />

and story. This chapter describes how to use the<br />

numbers developed in 'Makeup and Costuming',<br />

and the Director's knowledge <strong>of</strong> the story's plotline, to<br />

come up with fair, consistent, realistic outcomes for<br />

any action, without having to roll dice.<br />

Chapter VI - Improvisation<br />

Heroes are heroes because they get to be daringly<br />

competent at the most dramatic moments. Roleplaying<br />

means getting to feel just like that. Not all the time, but<br />

at the right moments. This chapter describes the ideas<br />

and rules we use to make that possible.<br />

Chapter VII - Epilogue<br />

Characters change, grow, and mature as they go<br />

through their lives, just as the stories they support<br />

grow and mature along with them. This chapter<br />

describes the process <strong>of</strong> advancing your character in<br />

a way that's natural and supportive to your ongoing<br />

roleplay.<br />

Chapter VIII- Combat<br />

Although it's not required, the life and death struggle<br />

<strong>of</strong> combat is the high point <strong>of</strong> many stories. Due to the<br />

amount <strong>of</strong> drama and tension involved in such a<br />

conflict, we've devoted a whole chapter to the special<br />

concepts and techniques required for depicting great<br />

duels, including a frank discussion on the nature <strong>of</strong><br />

weapons, wounding, and recovery.<br />

12 Theat.-lx - The Core Rules<br />

Chapter IX - Setting<br />

Theatrix is a 'Universal' roleplaying game, meaning<br />

that its rules may be applied to stories occurring in any<br />

genre, past or future, on earth or in space. This chapter<br />

is a construction kit, describing what goes into the<br />

creation <strong>of</strong> a complete genre.<br />

Chapter X - Plotline<br />

This chapter acts as a construction kit for the creation<br />

<strong>of</strong> good plotlines. We have the radical notion that all<br />

good tales have the same basic formula, that this<br />

formula can be easily mastered, and that by carefully<br />

following the steps described in this chapter, you will<br />

guarantee yourself complete dramatic narratives you'll<br />

be proud <strong>of</strong>.<br />

REFERENCE CARDS<br />

A lot <strong>of</strong> useful reference material has been placed<br />

on cardboard cards and packaged at the back <strong>of</strong> this book.<br />

Much <strong>of</strong> this material has been reprinted in the appropri­<br />

ate spots throughout the 'Core Rules', but in a much more<br />

scattered form. Some <strong>of</strong> this information is available only<br />

on these reference cards. Keep the reference cards<br />

beside you as you read through these rules, and you'll<br />

have everything at your fingertips. With the reference<br />

cards in hand during a game, you may never need to go<br />

rummaging through these pages for information.

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