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ecome violent. The Troupe can look through old insur­<br />

ance claims, or check old burglary records. They can<br />

question the department store owner, who won't be very<br />

helpful for obvious reasons. A few more nameless people<br />

will die on the streets from drug overdoses, just to let the<br />

Actors know they're under a time constraint. Eventually,<br />

the store owner will settle with the insurance company,<br />

and then he'll start using political pressure to strangle the<br />

DEA's investigation. He'll be uninterested in pursuing the<br />

theft any further. Pinch I will come when the Troupe's boss<br />

at the DEA tells them they're on the wrong track, and he's<br />

getting heat from above, so they'd better stop hassling<br />

that poor innocent department store owner. This is the<br />

point at which the Troupe will be sure they've got the right<br />

guy, and will be their cue to turn up the heat to full blast.<br />

This Scene leads to the surveillance that bears fruit at the<br />

awards ceremony, during the Midpoint.<br />

Example <strong>of</strong> Pinch II<br />

The context <strong>of</strong> the second half <strong>of</strong> Act II is the attack.<br />

How are the Actors going to hurt the drug ring, and the<br />

department store owner specifically? During the Mid­<br />

point, the Actors should have uncovered how the drugs<br />

are being shipped, and when the next shipment is due.<br />

The Troupe plans a DEA raid, and Pinch II becomes the<br />

seizure <strong>of</strong> the drug shipment. The rest <strong>of</strong> this half <strong>of</strong> Act<br />

II is taken up with storage <strong>of</strong> the drugs, in preparation for<br />

disposal, and an attempt at revenge by the department<br />

store owner, who's now on the run. Eventually, the Troupe<br />

132 Theatr1x - The Core Rules<br />

gets the fateful call at Plot Turn II, which swings the drama<br />

towards the final confrontation.<br />

TIMING<br />

The way Act I, II, and Ill get split up among your<br />

game sessions is going to vary from Episode to Episode.<br />

However, we suggest that, in general, you shoot for about<br />

a four session split. That is, Act I gets played out in one<br />

session, ending with Plot Turn I. Act II gets split up among<br />

two sessions, the first ending on the Midpoint, and the<br />

second ending on Plot Tum II. Act Ill should take up the<br />

fourth session, at the end <strong>of</strong> which your Troupe may deal<br />

with the issue <strong>of</strong> downtime, and <strong>of</strong> assigning the Director<br />

for the next Episode. This sequence is going to vary, and<br />

it's hardly ever going to be so neat. Some Episodes may<br />

be designed for more play than can fit into four sessions,<br />

and some may be shorter, taking only a session or two. Of<br />

course, how much time your Troupe can allot to each<br />

session is also going to make a lot <strong>of</strong> difference. As a very<br />

rough average, about four to six hours per session is<br />

probably about right, although your Troupe will find its<br />

own pace and rhythm. If you can end a session at a major<br />

break point, then that's ideal. This gives each session the<br />

feeling <strong>of</strong> a cliff-hanger, and leaves your Actors hungry for<br />

a little more.

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