Scenes

The Stories you will tell are told through a series of Scenes.

A Scene defines a set of described interactions between Characters, or the world, within a defined context.

To run any Scene, follow the below Steps.

The GM will define what Type of Scene is being engaged in. This ensures the Players understand the expectations of the Scene: including it’s Pacing and Structure.

There are 4 Types of Scene: Action, Suspense, Interlude and Montage.

Action Scenes are fast-paced and the Actions Characters can take are structured into Phases and Turns. Examples include Combat and Chases.

Suspense Scenes are slow-paced and the Actions are loosely structured (i.e. each Player is given the opportunity to engage in the Scene). Examples include investigations, exploration and tense negotiations.

Interlude Scenes are slow-paced and the Actions are unstructured. There are typically no Checks involved. They represent quieter Scenes where Characters can interact freely and typically occur during a Rest. See the Resting Page for more.

Montage Scenes represent a series of moments from an extended time-period. They are used to represent transitionary scenes, such as travel between locations are the way in which Characters spend time between detailed Scenes.

Once the GM has established the Scene Type they will Set the Scene.

When setting the Scene they should describe:

  • Who the Scene involves. The GM needn’t include all the Player Characters within each Scene.
  • Where and when the current Scene takes place
  • How the Characters got there.
  • What the Scenes Goals are

The GM can describe the above with a brief summary, or they can embellish with vivid descriptions.

When describing a Scene, the GM may wish to consider more than just what the Characters can See, but also what they might Feel (both physically and emotionally), Smell, Hear and even Taste.

In particular, the GM should sure it is clear to all Players are what the Goals of the Scene are. This ensures all Players know how to progress the Scene and what it’s natural end point will be.

Some Scenes, such as an Interlude Scene, may have very loose Goals. The GM may simply invite the Players to describe how their Characters would spend their time during a period of Rest.

Other Scenes, such as a Combat may have much clearer goals. The Goals may be to defeat an enemy and/or protect a Character from harm.

The Scene progresses by the GM inviting Players to take Turns describing what their Characters would do to attempt to achieve their Goals.

As described, the Scene Type will determine how these Turns are structured.

The Structure of an Action Scene is especially well-defined, and covered in detail on the Action Scenes Page.

In Montage, Suspense and Interlude Scenes the GM will invite Players to volunteer in an order of their choosing how each Character would engage in the Scene.

It is not essential that every Player Character engage in these Scenes, but they should each be given the opportunity to do so.

In any Scene, the process of taking Turns can repeat across a number of Rounds until the Goals of the Scene have been achieved or put beyond their reach. At this point it will be time for the GM to begin a new Scene!

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