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If "vu build £.asues in the air- "vur- WC)r-k. need nvt be IC)Sl;<br />

that is 'ller-e the" sh()uld be. ()W Put the f()undati()ns under­<br />

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

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