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c;> her tormenting her employees without mercy,<br />

then turning to the Actors and smiling as<br />

though nothing had happened.<br />

c;> his daily acts <strong>of</strong> charity and goodwill (show<br />

him helping others).<br />

If you can help it, don't tell the Actors about their<br />

roles' emotions. Play through whatever circumstances it<br />

takes to bring them there. In other words, don't just tell<br />

them about it, roleplay through it.<br />

If a Scene would be boring to roleplay through, we<br />

suggest you do one <strong>of</strong> two things. If the point <strong>of</strong> the Scene<br />

is its tedium, like roleplaying through a long incarceration,<br />

or working through a mountain <strong>of</strong> paperwork, then roleplay<br />

through enough <strong>of</strong> the Scene to allow the Actors to feel the<br />

tedium before going on. Feeling is an important part <strong>of</strong><br />

roleplaying. If tedium isn't the purpose <strong>of</strong> the Scene, you<br />

may have made a mistake somewhere. Alter the Scene<br />

so that there is information to be gained, or a lesson to be<br />

learned, or a facet <strong>of</strong> a character's personality to be<br />

brought out. Good books and movies don't waste time on<br />

meaningless Scenes, or boring dialogue. They're not<br />

written that way. Every Scene is written to entertain, and<br />

this can be just as true for your tales.<br />

SET DESIGN, LIGHTING, AND COSTUMING<br />

The Director can do a lot to enhance the mood <strong>of</strong> a<br />

story by taking the time, if possible, to alter the lighting<br />

and layout <strong>of</strong> the physical Stage (usually some room in<br />

the Director's home). We suggest moving furniture to<br />

22 Theatnx- The Core Rules<br />

conform to the layout <strong>of</strong> the characters' present locale,<br />

moving the Actors from room to room as their character's<br />

move, and altering the lighting to represent the physical<br />

conditions <strong>of</strong> each Scene. Furniture can be setup to<br />

represent the bridge <strong>of</strong> a starship, or an airplane cockpit,<br />

or a small hotel room. Use whatever room is best suited<br />

for an environment. Sometimes it's even possible to<br />

leave recognizable clues, or usable props in their proper<br />

locations for a Scene. Playing one <strong>of</strong>the Supporting Cast,<br />

and pulling a toy gun out <strong>of</strong> a drawer to point at the Actors,<br />

is much more effective than describing such a Scene. The<br />

Actors may then respond in motion (that is reasonable<br />

motion, carefully executed) rather than pure description.<br />

Lighting can be dimmed for night Scenes, or entire<br />

Episodes can be played by candlelight for a Gothic effect.<br />

Be aware <strong>of</strong> the changing lighting <strong>of</strong> your Scenes and<br />

match the physical lighting to it. This is easy to do almost<br />

anywhere, and very effective. Setting the Stage can take<br />

some planning, and must be done safely, but is a great<br />

way to sink the Actors into their roles.<br />

MUSICAL SCORE<br />

Music can also help a lot in setting the mood <strong>of</strong> a<br />

Scene. Music in movies tends to follow the Actors and the<br />

action. Generally, the major characters will have their<br />

own theme music. In addition, there is music to win by,<br />

lose by (the villain's theme music}, romance by, and<br />

scream by (suspense music). A movie's score will herald<br />

the villain before he enters menacingly, and herald the<br />

hero moments before he comes charging to the rescue.

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