50 Theatrix- The Core Rules
What we want Is a st()O' that starts with an earthquake and W()rks Its way up l() a climax. -Samuel Goldwyn LIGHTS ... CAMERA ... ACTION! Theatrix is a game <strong>of</strong> roleplay and storytelling. The world it presents lives only in the imagination <strong>of</strong> its participants. Those participants will interact with the objects and inhabitants <strong>of</strong> this mindscape as if they were real, testing the boundaries <strong>of</strong> this imaginary world, as well as their own. The Director is the mediator <strong>of</strong> this surreal realm. The Actors will climb its mountains, drive its cars, shoot at its villains, and argue in its courtrooms. Or at least they'll try. How well they do is up to you, the Director. You have a story to tell, and it will be told in the Successes and Failures <strong>of</strong> the actions taken within it. That's what this chapter is about. Success and Failure. How to decide the outcome <strong>of</strong> any action, and how to describe these outcomes in a way that's fair to the characters performing them, and enhancing to your story and its Continuity. Somewhere between the Skill Ranks <strong>of</strong> the Main Cast, and the necessities <strong>of</strong> your plotline, there lies an adventure waiting to be lived. In order to get there, we're going to have to discuss Opposition, Success, Failure, ambiguity, time, initiative, Difficulty, severity, tension, and description. So read on ... OPPOSED ACTIONS The emphasis here is on action. As an Actor, the roles you play are fully under your control. They will attempt to perform whatever action you describe them as doing. Many times you need only state your intent and the action will be done. Such actions as driving a car across town, mailing a package, or opening an unlocked door are <strong>of</strong>ten <strong>of</strong>this nature. These actions usually aren't Opposed in any way, and are therefore automatically Successful, assuming your character has the Skill and opportunity to perform them. Other actions, such as trying to open a locked door, are Opposed. In this case the opposition is the lock itself. In other cases your opposition may be a member <strong>of</strong> the Supporting Cast, or even another Main Cast character. Opposed actions may not always Suc ceed. Their Success will be determined by your persona's Skill in the area, the extent <strong>of</strong> the opposition, and in large part, by your roleplay. Actually, your Success or Failure in most activities will be determined by your roleplay. To some experienced roleplayers, this may seem a little odd. In most roleplaying games you determine much <strong>of</strong> the action by rolling dice. However, due to the unique way in which we've defined the Success and Failure <strong>of</strong> actions in Theatrix, the Actors will actually determine how well they do, in any situation, by roleplaying through it. SUCCESS AND FAILURE Success and Failure are based upon thefinal intent <strong>of</strong> an action. A Successful action occurs when the final intent, the hoped for result, is in any way accomplished. A Failure occurs when that same final intent is not fully achieved; where the basic, hoped for result, eludes the performer <strong>of</strong> the action. Obviously there is a lot <strong>of</strong> leeway between Success and Failure. Whether an action Suc ceeds or Fails, and to what extent it does so, is a judgement left up to the Director. THE BASIC RULE The Director first decides whether the Result <strong>of</strong> any action is to be treated as a Success or Failure, based solely upon the roleplay <strong>of</strong> the Actors and the require ments <strong>of</strong> the plot. That's it. Although the Director isn't required to, she may also wish to take into account other factors in this decision, such as a role's Traits. The Director then chooses the extent <strong>of</strong> the Success or Theatrlx- The Core Rules 51
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- Page 4 and 5: 1J [Bll f)f tf)J[1J§ c INTRODUCTIO
- Page 6 and 7: Downtime Pregaming APPLAUSE JELLYBE
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- Page 12 and 13: Chapter V- Lights ... Camera ... Ac
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- Page 38 and 39: Example Skills The following page c
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Produce Reasons Using ... If your c
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[More Organ Music] Brought to You B
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Abe - It couldn't be h1m. That's no
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Director - No way. Of course, you s
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Johnny- Yeah, the instant I drop th
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Director- [Accepting Scott's improv
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Johnny - Right. We're gomg for the
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Research A quick note on research.
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UPDATING THE CORE RULES The Theatri
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end, or be re-rolled if the scores
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in question will fly as fast as a s
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q character q action q direction Q
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What mood will it evoke? What 1s y
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need Plot Tum II spins the action i
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ecome violent. The Troupe can look
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9 Person's Name 9 Involvement in th
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DCPTI I don't have much to say here
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strong,just like you would expect t
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Midpoint Scene tV Pinch II Plot Tur
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ATTRIBUTES (3.5) Sltength (4 OJ Sta
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Theatix 12efeence Sheet A Skill Ran
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I Plain Fighting Theatr-ix l2efer-e