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The final Difficulty <strong>of</strong> such actions is a hard thing to<br />

judge. Generally, anyone with a greater Skill Rank than<br />

you will have quite an edge. Even a little Active Opposi­<br />

tion can make such actions as sneaking up on someone<br />

very Difficult. As Director, you'll have to adjust the<br />

inherent Difficulty <strong>of</strong> the action by the level <strong>of</strong> the Active<br />

Opposition. For example, attempting to hit an opponent<br />

in combat, who is roughly equal to you in skill and build,<br />

is probably a Normal Difficulty. A Judo flip used against<br />

the same opponent would be a Difficult action. Against<br />

someone much better than you, a punch might be a<br />

Difficult action, and a flip would be Extraordinary. We'll<br />

discuss the Difficulty <strong>of</strong> combat actions further, in the<br />

chapter entitled 'Combat'.<br />

Rule Of Thumb<br />

As a rule <strong>of</strong> thumb, you can consider raising or<br />

lowering the Difficulty <strong>of</strong> Actively Opposed actions by one<br />

step, for each two full points <strong>of</strong> difference in the oppo­<br />

nents' Skill Ranks. This is a very rough rule, and will<br />

certainly fluctuate depending on the genre being played<br />

and the situation at hand. An action can't be harder than<br />

Impossible, and any action less Difficult than Easy is<br />

pretty much an Automatic Action. So, if you're going to<br />

win out over opponents two or more full points better than<br />

you, then you had best be very clever, or bring the<br />

battleground into an area where you have the advantage<br />

once again.<br />

THE ACTIVE PARTICIPANT<br />

In most cases, as Director, you needn't make sepa­<br />

rate adjudications for each party in an Actively Opposed<br />

action. Choose one party to be the Active Participant.<br />

This is generally the person the camera would be focusing<br />

upon in a movie. If the choice is between an Actor and a<br />

member <strong>of</strong> the Supporting Cast, then unless you have<br />

good reasons not to, choose the Actor. First, set the<br />

Active Participant's Difficulty in terms <strong>of</strong> the action. Next,<br />

adjust the Difficulty to take into account the Skill Rank <strong>of</strong><br />

the opposition, the environment, and most importantly,<br />

the roleplay <strong>of</strong> everyone involved. Make any judgement<br />

<strong>of</strong> Results based <strong>of</strong>f your adjudication for the Active<br />

Participant alone.<br />

DUELING SUCCESSES<br />

There are some instances where you'll want to make<br />

separate adjudications for several <strong>of</strong> the participants in an<br />

Actively Opposed action. Instead <strong>of</strong> basing the Result <strong>of</strong><br />

an Actively Opposed action <strong>of</strong>f <strong>of</strong> the roleplay <strong>of</strong> a single<br />

participant, you can choose to make multiple determina­<br />

tions <strong>of</strong> Result. This is the normal route to take in combat.<br />

This means that you'll be setting the Difficulty and making<br />

58 Theatrlx - The Core Rules<br />

determinations <strong>of</strong> Success and Failure, separately and<br />

simultaneously, for each participant. This also means<br />

that it's possible for both sides in the action to Succeed,<br />

both sides to Fail, or one to Succeed while the other Fails.<br />

To give you an indication <strong>of</strong> the possibilities, think <strong>of</strong> the<br />

Western showdown example, given earlier under 'Skill<br />

Vs. Plotline'. All we knew was that both parties in that<br />

conflict had drawn and fired. Yet, even disregarding their<br />

roleplay, and their respective Skill Ranks in both Marks­<br />

manship and the Fast Draw, there were still a lot <strong>of</strong><br />

interesting possibilities based upon the assignments <strong>of</strong><br />

Success and Failure alone. We touched on only a few <strong>of</strong><br />

them. Taking into account the other factors as well, these<br />

situations can get very messy.<br />

RESOLUTION FLOWCHARTS<br />

Resolution Flowcharts are structured decision paths<br />

that easily allow you to reach a suggested outcome for<br />

any series <strong>of</strong> actions. To use the flowcharts, all you need<br />

to have is a good visual impression <strong>of</strong> the actions you wish<br />

to find a Result for, firmly in mind. By using the flowcharts,<br />

you'll quickly develop your own sense <strong>of</strong> the questions<br />

you'll need to answer, in order to create good interactive<br />

drama from your fluid impressions <strong>of</strong> the roleplay. A<br />

single Resolution Flowchart may apply to a broad cat­<br />

egory <strong>of</strong> situations. Which flowchart best fits a particular<br />

dramatic moment is up to the discretion <strong>of</strong> the Director.<br />

Using the Resolution Flowcharts is a two part opera­<br />

tion. Normally, you'd begin with the chart marked 'Basic<br />

Resolution Flowchart', so take it out and have a look at it<br />

now. To use the flowchart, start with the middle box at the<br />

top. Answer the question in the box, following the arrow<br />

with your answer on it to the next indicated box. Don't<br />

worry terribly about having the 'correct' answer. Simply<br />

answer the way your judgement leans toward and go on.<br />

Proceed similarly with each subsequent box. When you<br />

reach a box exited by a black arrow, you're done with the<br />

first stage.<br />

The next step is to choose the most appropriate<br />

'Advanced Resolution Flowchart' for the action. You may<br />

choose from flowcharts for 'Athletic Activities', 'Combat<br />

Activities', 'Intellectual Activities', and 'Interpersonal Ac­<br />

tivities'. Other, more genre specific flowcharts will be<br />

available in future supplements (many are included within<br />

our Setting Books). Once you've found the appropriate<br />

flowchart to continue with, start with the box on the new<br />

chart, that duplicates your ending box from the previous<br />

chart. Move out along the arrows, passing along the most<br />

appropriately marked path. Again, don't worry about<br />

being overly 'correct'. This is a theatrical game, so keep<br />

the pace and be fluid with your decisions. The text at the<br />

end <strong>of</strong> each path is a description that captures the<br />

structure <strong>of</strong> the suggested Result. Just apply this Result<br />

to the action in question.

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