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1:0 Creativity -If the easy solution always works,<br />

then you're going to cut out half the drama in<br />

your Episodes. Look for reasons why a<br />

solution to a problem would not work. If you<br />

like some <strong>of</strong> those, then use em' to create<br />

Failures and plot twists Your Actors will start<br />

to learn to think beyond the first solution, and<br />

they'll start to become creative.<br />

1:0 Humor- Th1s 1s a game. It's supposed to be<br />

fun. Humorous solutions should always be<br />

worth some consideration, as long as they're<br />

not downright silly<br />

Genre-Any solution should tend to reinforce<br />

the genre your playing in. Roleplay which Is<br />

destructive to your genre should be cause for<br />

a Failure. Roleplay which actively reinforces<br />

the genre is a good reason for Success.<br />

1:0 Plot Enhancement - What holds true for<br />

TRAITS<br />

your genre, holds true for your plot If some<br />

piece <strong>of</strong> roleplay would lead to a solution that<br />

destroys your plot, then you've got two<br />

choices. First, find some reason why that<br />

solution will Fa1L Second, alter your plot.<br />

Altering your plot Is very acceptable,<br />

especially if your Actors have found some<br />

loophole you hadn't noticed before. If, on the<br />

other hand, the Actors' roleplay leads to a<br />

solution which is perfect for your plot, then<br />

give them the Success they need<br />

Once again, don't forget the characters' Traits. They<br />

define the characters, and therefore much <strong>of</strong> what can be<br />

considered as good roleplay Actions which make use <strong>of</strong><br />

a Trait's strengths should have a much better chance <strong>of</strong><br />

Success. Actions which involve a Trait's deficits should<br />

have a greater chance <strong>of</strong> Failure This is especially true<br />

<strong>of</strong> the Physical and Mental Attributes. For example, think<br />

<strong>of</strong>the differences between a role defined as large, bulky,<br />

and powerful, and one defined as lithe, quick, and taught<br />

They both may have equ1valent Skill Ranks in Martial<br />

Arts, but they should Succeed and Fail in very different<br />

ways. For the large, bulky persona, quick attacks and fast<br />

spinning kicks will probably end m Failure. For the lithe,<br />

quick persona, powerful lunges and crushing bear hugs<br />

will probably also end in Failure Reverse these two attack<br />

modes so that they now fit the appropriate character's<br />

Tra1ts, and they've tncreased greatly their chances <strong>of</strong><br />

Success.<br />

54 Theat..-lx- The Core Rules<br />

SHORT TIME<br />

All action occurs embedded in time. During roleplay,<br />

we are constantly acting and reacting to each other's<br />

descnptions. Those descriptions will need to be arbitrarily<br />

broken into usable segments <strong>of</strong> time and motion, which<br />

we term 'Rounds' As Director, how you cut the extent and<br />

scope <strong>of</strong> an action will determine the pacing <strong>of</strong> your<br />

Scenes. Where you place those arbitrary delineations will<br />

also alter the intent <strong>of</strong> the described actions. and there­<br />

fore the judgement <strong>of</strong> their Results.<br />

You can determine the Results <strong>of</strong> action based upon<br />

large breadths <strong>of</strong> sweeping description or short seg­<br />

ments <strong>of</strong> extreme detail. If you break the action into short<br />

segments, you will be focusing in on the minutiae <strong>of</strong> the<br />

events. This will slow the pace down, but allow the<br />

participants finer control. This is a useful way to break the<br />

action during high risk events, hke mortal combat, and in<br />

any event where each detail will have an effect on the<br />

overall outcome. During slower, lower nsk Scenes, you<br />

can break the action into larger pieces, allow1ng the pace<br />

to move more quickly<br />

ROUNDS<br />

Much <strong>of</strong> the time you won't need to specifically<br />

break up the action Into segments at all. The plot will<br />

develop with the natural rhythm <strong>of</strong> the interaction be­<br />

tween the participants. At other times you'll want to<br />

formalize these breaks in the action into Rounds, to avoid<br />

chaos and misunderstanding. A Round is a unit <strong>of</strong> t1me<br />

long enough to allow useful action to take place, and short<br />

enough to allow that action to be handled conven1ently by<br />

the Director. For example, 1n combat, a Round 1s <strong>of</strong>ten<br />

between 3 and 12 seconds <strong>of</strong> time.<br />

As Director, you won't normally need to announce<br />

the exact time interval you're using for each Round Just<br />

stop your Actors from describing more action than you<br />

believe would fit into that time segment Try to be fair and<br />

allow each participant the same amount <strong>of</strong> hme. Describe<br />

the Results <strong>of</strong> everyone's act1ons, making determinations<br />

as you see fit, then go on to the next Round. The actual<br />

length <strong>of</strong> a Round may fluctuate as the action progresses,<br />

but should be consistent for everybody within any one<br />

Round. You may freely flow in and out <strong>of</strong> formal Rounds<br />

as the action demands.<br />

INITIATIVE<br />

Initiative is the word we use to describe the order in<br />

which actions are performed Within a Round. Initiative can<br />

be a function <strong>of</strong> ..

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