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Failure, based upon how difficult the Director feels such<br />

an action would be, the Skill Rank <strong>of</strong> the character<br />

performing the action, the character's Traits once again,<br />

and anything else deemed important. The Director then<br />

describes an outcome that is consistent, that is somewhat<br />

plausible, and that lies within the bounds <strong>of</strong> the previous<br />

two decisions.<br />

SKILL VS. PLOTLINE<br />

Whether an action Succeeds orFails isnotdepen­<br />

dent upon how skilled a character is. Success and F allure<br />

are dependent upon the roleplay <strong>of</strong> the Actors, and the<br />

requirements <strong>of</strong> the plot only. Any action adjudicated a<br />

Success can't Fail, and any adjudicated Failure won't<br />

Succeed. No matter how high your Skill Ranks are, if you<br />

ignore roleplay, you're not likely to Succeed at actions<br />

very <strong>of</strong>ten. All your Skill Ranks will do is allow you to Fail<br />

with grace. Very creative or very well acted solutions, on<br />

the other hand, are more likely to be deemed Successes.<br />

So the better your roleplay, the more Successful you're<br />

going to be.<br />

Your character's level <strong>of</strong> Skill will have a much<br />

greater effect upon the extent <strong>of</strong> your Results. The plot<br />

may call for the Success <strong>of</strong> some action, assuring you <strong>of</strong><br />

victory. Whether that victory will be marginal and a<br />

coincidence, or overwhelming and due to your ability, will<br />

depend largely upon your level <strong>of</strong> Skill. The same is true<br />

<strong>of</strong> Failure. Even if the plot calls for your downfall, Skill<br />

Ranks can cushion the blow, saving you from an overly<br />

depressing defeat, and can even allow you to look good<br />

while Failing. So if you want to consistently shine at<br />

something, you're still going to need those Skill Ranks.<br />

The trick to balancing Success and Failure Vs. Skill<br />

Ranks, is to be aware <strong>of</strong> who, or what is in control.<br />

Incredible Success should be directly attributable to the<br />

character's mastery <strong>of</strong> a situation. Poor Success should<br />

be attributable to something, or someone else; more<br />

coincidence than skill. Use the same scheme for Failure.<br />

Absolute Failure is absolutely the character's fault. Mar­<br />

ginal Failures occur due to events mostly outside the<br />

character's control.<br />

For example, lets take a single incident, four times<br />

o\ler. Imagine an old-style Western showdown, at high<br />

noon, along a border town's dusty main thoroughfare. Our<br />

hero will be by turns, unskilled and exceptionally skilled<br />

with the pistol he's about to draw.<br />

c::> Exceptionally Skilled Success - Your<br />

opponent draws, but you draw even faster.<br />

The first <strong>of</strong> your shots takes the pistol out <strong>of</strong><br />

your opponents hand, the next removes his<br />

hat, and the third neatly strikes his belt buckle,<br />

dropping his pants.<br />

52 Theatrlx - The Core Rules<br />

¢ Exceptionally Skilled Failure- As you draw<br />

your gun, you hear the distinct sound <strong>of</strong> firing<br />

hammers being drawn back, from the doorway<br />

behind you, the ro<strong>of</strong>top to your left, the open<br />

window <strong>of</strong> the general store ... ambushed!<br />

¢ Unskilled Failure- You never quite get that<br />

damned thing out <strong>of</strong> its holster. At least not<br />

before the arm that's trying explodes in searing<br />

pain. You stare at the silver dollar sized red<br />

stain on your arm as it grows steadily larger.<br />

You're feeling kind <strong>of</strong> sick and dizzy.<br />

c::> Unskilled Success- You jerk that damn thing<br />

out <strong>of</strong> its holster and fire. The recoil <strong>of</strong> the<br />

mighty beast flings your arm up, wide <strong>of</strong> your<br />

mark, and staggers you back. That wasn't<br />

such a bad thing, because your opponent's<br />

bullet whizzes past your right ear, just where<br />

your head would have been. Your bullet<br />

strikes a brass lamp hanging to your right,<br />

shatters a glass window in the general store,<br />

pings a skillet inside, squarely ricochets <strong>of</strong>f<br />

the spittoon outside the saloon, and drops<br />

your opponent dead in the street. He had the<br />

oddest look on his face.<br />

AMBIGUITY<br />

A crucial part <strong>of</strong> this scheme is the ambiguity<br />

between Success and Failure. This ambiguity is vital to<br />

promoting the feeling <strong>of</strong> a lived experience. Never explic­<br />

itly tell the Actors whether one <strong>of</strong> their actions has been<br />

deemed a Success or Failure. Let the Actors judge this for<br />

themselves. Often, an action's repercussions are only felt<br />

long term. You may deem an action a Failure and allow<br />

it to Succeed in the short term, revealing the true nature<br />

<strong>of</strong> this Result at a later time. Similarly, some Successes<br />

may at first seem like Failures. In life, we're <strong>of</strong>ten unsure<br />

<strong>of</strong> our Results. One reason for using the supplied Reso­<br />

lution Flowcharts, is that we've optimized our suggestions<br />

to give interesting theatrical Results, with plot twists<br />

thrown in <strong>of</strong>ten enough to keep the Actors guessing.<br />

ROLEPLAY<br />

If roleplay is the key to Success, then what consti­<br />

tutes good roleplay? Well, that's obviously going to<br />

depend a lot upon you, your Troupe, your Setting, and the<br />

specific situation you're in. As a general guideline though,<br />

what we look for is creativity, humor, genre, and plot<br />

enhancement.

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