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ecome their own screenwriters. The net effect <strong>of</strong> this will<br />

hopefully be more attention to the characters and conflict<br />

within your Episodes, ie more drama.<br />

INFORMATION<br />

During the telling <strong>of</strong> a story most Information rs built<br />

up in pieces, rather than presented as a single package.<br />

This natural process allows everyone involved to take a<br />

hand at developing some <strong>of</strong> the Information available to<br />

them. Rooms the Actors enter aren't usually fully de­<br />

scribed in every last detail. Rather, enough <strong>of</strong> the details<br />

are given to create a sense <strong>of</strong> completeness. The rest <strong>of</strong><br />

the Stage may then be filled in improvisationally, provid­<br />

ing appropriate props for the ensuing action. When prob­<br />

lems occur, their symptoms give only partial Information<br />

as to their causes. For example, the plane's engine starts<br />

making stalling sounds, or the hero's car won't start as the<br />

villain makes his own getaway, or one <strong>of</strong> the tiles on the<br />

ancient Aztec temple floor just depressed with an audible<br />

click when stepped upon. These moments are incom­<br />

plete, waiting for either research or action to discover their<br />

meanings. Similarly, many initial sensory perceptions are<br />

vague to some degree. There's the dark shadow in the<br />

alley, the odd reading on the sensor panel, and the sound<br />

<strong>of</strong> motion made by an unseen foe. The possible requires<br />

time and exploration to become the real. With a fair sense<br />

<strong>of</strong> timing, anyone may complete these moments appro­<br />

priately, manipulating the reality behind them in an impro­<br />

visational way. This pliability <strong>of</strong> Information will become<br />

70 Theatrix - The Core Rules<br />

the basis upon which the Actors in your Episodes may<br />

fully enter the world <strong>of</strong> their character's knowledge,<br />

perceptions, and Skills.<br />

MACROSCOPIC VS. MICROSCOPIC<br />

In order to understand the following guidelines,<br />

you're going to have to start thinking about your plotlines<br />

in a Theatrix way. In Theatrix, we consider a story to be<br />

enacted upon two levels at once. These levels <strong>of</strong> abstrac­<br />

tion we denote as the Macroscopic level (meaning liter­<br />

ally, 'visible to the naked eye'), and the Microscopic level<br />

(meaning literally 'invisible to the naked eye'). The Actors<br />

in a Chronicle may improvise upon an Episode at either<br />

the Macroscopic, or Microscopic level. However, these<br />

two types <strong>of</strong> interventions have two very different effects<br />

within the game, and will be handled w1th two different<br />

sets <strong>of</strong> guidelines and rules. The following sections will<br />

further define the Macroscopic and Microscopic levels <strong>of</strong><br />

plot abstraction, in terms <strong>of</strong> the structure <strong>of</strong> an Episode<br />

Vs. its process.<br />

STRUCTURE<br />

Theatrix makes a distinction between the structure<br />

<strong>of</strong> an Episode and its process. The structure <strong>of</strong> an Episode<br />

is the framework <strong>of</strong> plot, character, and dramatic neces­<br />

sity that holds the action <strong>of</strong> the story together. Dramatic<br />

necessity, in turn, is the motivation behind each Episode's

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