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The audience can't help but respond in preparation to the<br />

action. You can achieve the same heightened effect in<br />

your Actors by selecting, and preparing ahead <strong>of</strong> time, the<br />

appropriate musical themes. Drop in some theme music<br />

before the action it heralds, and drop the Actors further<br />

into their roles. This is supposed to be a visceral experi·<br />

ence, after all. If you don't have the time to create your<br />

own personalized musical score, then you might consider<br />

using the sound track from one <strong>of</strong> your favorite movies,<br />

which works almost as well.<br />

To make your Scenes even more visceral, add<br />

sound effects. There are many collections <strong>of</strong> sound<br />

effects available in music stores. The sound <strong>of</strong> storms,<br />

gunfire, or traffic, can g1ve the appropriate Scenes a<br />

texture all their own. Your Actors will gain an appreciation<br />

for this texture when during your battle Scenes, they're<br />

separated by some distance. ducked down behind your<br />

living room chairs, and are attempting to communicate<br />

across loud gunfire. Just make sure the neighbors don't<br />

misunderstand.<br />

FORESHADOWING<br />

Foreshadowing is the technique <strong>of</strong> describing im­<br />

ages which give a taste <strong>of</strong> events to come. Like the storm<br />

swept dark castle <strong>of</strong> a television horror show, running in<br />

the background <strong>of</strong> a Scene, which alludes to the real<br />

castle soon to be encountered. The occupants <strong>of</strong> the<br />

horror show's castle might even give the Actors a fore­<br />

taste <strong>of</strong> that which awaits them. Foreshadowing is most<br />

strongly meant for the Actors, but can also be used to give<br />

the characters information wh1ch they'll need later m the<br />

plot, such as the long shadow <strong>of</strong> a church spire's cross,<br />

cast in front <strong>of</strong> a character as she walks home towards<br />

evening. A similar shadow cast m front <strong>of</strong> the character by<br />

a smaller cross, as the vampire approaches later in the<br />

plot, might tip her <strong>of</strong>f to the salvation hanging in the<br />

bookstore window behind her. Such twists <strong>of</strong> fate tie the<br />

plot together, lending it a sense <strong>of</strong> Continuity<br />

Foreshadowing can take the form <strong>of</strong> television<br />

shows, dreams, the passing words <strong>of</strong> a stranger, odd<br />

shadows, newspaper headlines, etc. This technique is<br />

<strong>of</strong>ten meant to be obvious to the Actors, but not to the<br />

characters they're portraying. The images described stand<br />

in stark relief to the Actors through the attention g1ven<br />

them by the Director, but are too far removed tn time and<br />

context to be immediately usable by the characters To<br />

them, the usefulness <strong>of</strong> such images is only revealed 1n<br />

the fullness <strong>of</strong> time.<br />

CUT SCENES<br />

A Cut Scene puts the present plotline on hold, 1n<br />

order to unfold a sequence <strong>of</strong> events that 1s Important to<br />

the story. The Cut Scene may contain different charac­<br />

ters, and occur at a different time and place than the<br />

Scene it interrupts. The Director Will call out 'Cut Scene'<br />

at the appropriate time, and describe a new Stage and the<br />

action that occurs there. The main sequence <strong>of</strong> the plot<br />

picks up again when the Cut Scene is over<br />

Our classic use <strong>of</strong> Cut Scenes 1s to show the Actors<br />

what the villains are up to, without granting that knowl-<br />

Theatrlx - The Core Rules 23

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