20.09.2013 Views

Untitled - Index of - Free

Untitled - Index of - Free

Untitled - Index of - Free

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Sequence that they're dreammg. The Scene will have<br />

dtfferent connotations depending on whether the charac­<br />

ter ts aware <strong>of</strong> the nature <strong>of</strong> the experience or not It can<br />

be interesting for example, to allow the Scene to have an<br />

obvious dream quality about it Or, you can make sure<br />

that netther the character, nor the Actor, will be aware <strong>of</strong><br />

the nature <strong>of</strong> the experience until it's over. We <strong>of</strong>ten<br />

prefer the later route for its shock value<br />

TIMING AND COINCIDENCE<br />

The timing <strong>of</strong> events 1s entirely up to the Director<br />

Pacing and timing are the most Important factors in<br />

maintaining the tension <strong>of</strong> a plot. Coincidences are fun, so<br />

use and abuse the pace <strong>of</strong> time and action in the story.<br />

Whenever you can, shamelessly stretch or shrink the<br />

amount <strong>of</strong> time Scenes take, the distance characters<br />

have to travel, and the delays wh1ch hold them up, in order<br />

to keep the plot interesting and intense Don't feel bad<br />

about altenng your plot in mid-game Feel free to retr<strong>of</strong>it<br />

your plot to the actions <strong>of</strong> the Actors You can do whatever<br />

you want, so long as ifs fun.<br />

Meanwhile, Back At The ...<br />

Following the Actors can be tough. Various groups<br />

<strong>of</strong> characters may be in several places at once, all acting<br />

at the same t1me As Director, you may have to move from<br />

group to group to handle the action. The Actors can do a<br />

lot <strong>of</strong> roleplay on their own, but sometimes they must have<br />

26 Theatrix - The Core Rules<br />

the presence <strong>of</strong> the Director. Try not to leave any group<br />

sitting on its thumbs too long. When moving from one<br />

group to another, try to time your move so as to leave the<br />

Actors in the middle <strong>of</strong> a desperate situation. That sounds<br />

mean, but they'll be a lot more interested in the game in<br />

general while you're gone, if they're anxious about it. Try<br />

to roleplay all the Scenes in front <strong>of</strong> everyone Don't spoil<br />

the big surprises, but it's a lot easier for the Actors to wait<br />

their tum, if they can watch the other parts <strong>of</strong> the roleplay<br />

unfold<br />

LITTLE SCENES<br />

We've saved the most important trick for last These<br />

are all the Little Scenes In movies whose main purpose is<br />

to provide transition from one part <strong>of</strong> the action to another,<br />

to provide comic relief in the middle <strong>of</strong> an otherwise<br />

turbulent plot, and to give time to the characterization <strong>of</strong><br />

the Main Cast. Build these Scenes into your stories as<br />

they develop. They're the best times for your Actors to<br />

interact. To use each other in a way which will breed<br />

familiar smiles when they talk about the session later<br />

Don't let them know it, but these Little Scenes are the real<br />

reason for the rest <strong>of</strong> the plot. There are many examples<br />

<strong>of</strong> such Scenes sprinkled throughout every good movie.<br />

One holographic chess game between an alien sasquatch<br />

and a small robot comes to mind. These Scenes give the<br />

Actors a chance to earn roleplay points {to be discussed<br />

in the chapter entitled 'Improvisation'), while givtng the<br />

Director a pause to clear her thoughts.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!