# 22GAME RULES

## SKILL

Some skills and effects require you to "use an action" to activate them; in these cases, the Skill action must be performed. If you ever decide to use one such Skill outside a conflict, it will generally require five to ten seconds.

## OTHER

In addition to the ones listed above, characters might attempt all sorts of creative actions within a turn, provided these aren't particularly complex or time-consuming operations. The details and resolution of these unique actions must be negotiated between the Player and the Game Master; most of the time, the simple act of clearly stating what you want to accomplish and how you want to do it will lead you to realize that an existing action is already the best fit for it.

Conflicts generally represent fast-paced scenes in which characters have limited ability to speak and discuss a complex plan or course of action, but this shouldn’t apply to the Players who are controlling those same characters.

### Always keep the following in mind:

- First, the characters are heroes and adventurers. This means they have likely discussed strategy and tactics before, perhaps around a campfire or while marching through the woods; not to mention the fact that movies and TV shows often portray heroes elaborating a strategy on the spot, as time seemingly freezes.
- Secondly, this approach makes for a more relaxed atmosphere at the table, in line with the general optimistic tones of the game.

Ultimately, the choice of exactly how much dialogue and strategizing is allowed during conflicts and similar situations rest on the shoulders of the entire group: a “sweet spot” needs to be collectively found.

## DIALOGUE AND TACTICS