Untitled - Index of - Free
Untitled - Index of - Free
Untitled - Index of - Free
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them.<br />
INTRODUCTION<br />
Making a story come to life can be a difficult task<br />
Previous generations <strong>of</strong> game systems have been rules<br />
bound, trapped within their own structure and rigidity. We<br />
wanted to produce a game that would help you in every<br />
way, not hinder you. So we developed a system <strong>of</strong> rules<br />
that is written to evolve along with your style <strong>of</strong> storytelling<br />
and roleplaying. These rules can be used to guide every<br />
facet <strong>of</strong> the game's progress, without becoming intrusive<br />
You can use all the rules or easily peel them away Jn<br />
layers, until you're runnmg free-form games. The rules<br />
heaVIly encourage adopting this style <strong>of</strong> play, making<br />
themselves unnecessary.<br />
We run Theatrix fast and free, using these pages<br />
only when we feel they'll be helpful in making a dectsion.<br />
We also keep all the roleplay encouraging rules, such as<br />
the Plot Point and Improvisational rules, because we<br />
thmk they're fun. You've patd your money and may do<br />
with this book as you see ftt We hope you'll see fit to enjoy<br />
tt.<br />
The next few sections define terms used throughout<br />
thts book. so even if you're famtliar with roleplaying, you<br />
should try to read the rules tn the order gtven. This will also<br />
familiarize you with the intent <strong>of</strong> the rules, which we feel<br />
is the meat <strong>of</strong> the game, far more than the rules them<br />
selves. In other words, if what you're reading for the next<br />
few pages seems like old hat, please bear with us, and<br />
pretend you're beginning all over again.<br />
GAME CONTENTS<br />
Core Rules Book<br />
Reference Cards<br />
Flowcharts<br />
- Henry David Thoreau<br />
You may also wtsh to have on hand .<br />
c::> 10 Stded Dtce (Optlonall)<br />
c::> Water Soluble Marktng Pens<br />
c::> Hex Map (Usable with the Marking Pens)<br />
c::> Lead Figures<br />
All <strong>of</strong> the above are available at local hobby stores.<br />
ROLLING DICE<br />
Although no rule wtthtn this book ever requtres you<br />
to roll any dice, there are optional rules that allow for die<br />
rolls to be used in making game decisions There are two<br />
kinds <strong>of</strong> die rolls these optional rules may call for, and both<br />
<strong>of</strong> them use a ten sided die (available at many hobby<br />
stores). The first kind is denoted in the rules as a d1 0 roll,<br />
meaning you should roll one ten sided die, and treat the<br />
number '0' as a '1 o· ThiS gtves a range <strong>of</strong> '1' to '1 0' The<br />
second kind <strong>of</strong> roll will require two ten sided dice Actually.<br />
one dte may be rolled twtce, or two differently colored dtce<br />
may be rolled at the same time We denote this as a d1 00<br />
roll. The first dte is treated as the tens place in a two digit<br />
number. The second die is treated as the ones place. A '0'<br />
and a '2'would then be read as '2'. A '5' and a '3' would be<br />
read as '53' A '0' and a '0' would be read as '100'. This<br />
gives a range <strong>of</strong>'01' through '00', or '1' to '100'<br />
THE BASIC RULE<br />
Throughout the 'Core Rules', we'll be talking about<br />
what we call 'Baste Rules Bas1c Rules are the only real<br />
rules <strong>of</strong> the game The purpose <strong>of</strong> rules is to gtve a<br />
consistent way to handle situations and judgements The<br />
Basic Rules are the only ones you need to make your<br />
Theatrlx - The Core Rules 9