Untitled - Index of - Free
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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.