bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h2>GROUP DYNAMICS</h2>
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<h3>A SAFE PLAY ENVIRONMENT</h3>
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<p>In line with the JRPG genre that inspiration has been drawn from, Fabula Ultima’s tones are heroic and optimistic, despite the occasional presence of tragic or darker scenes — especially when Villains are involved. The general expectation is that scenes will not be particularly gritty or morbidly described, even when death is involved — but since you never know what might hurt the sensibility of the people playing, here is a list of tools and “good practices”.</p>
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<h2>22 GAME RULES</h2>
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<p><strong>PLAYER CHARACTER AGAINST PLAYER CHARACTER</strong></p>
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<p>While the protagonists of Fabula Ultima are heroes, this doesn’t mean there won’t be disagreements or hostilities between them. Situations might arise in which two or more Player Characters are at odds: you can resolve these through mutual agreement or by using the rules as normal.</p>
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<p>When handling such a situation, make sure to remember the following:</p>
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<ul>
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<li><strong>Mutual trust and respect.</strong> This should go without saying, but respecting the people you are playing with is key to a good experience — and the same applies to putting your trust in them. Roleplaying games are a highly social activity, and it is perfectly normal for people to get a bit tense and emotional during dramatic moments, but mutual trust and respect are the main foundation for good play. Whatever happens between characters in your story, the people at the table must be good to each other.</li>
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<li><strong>The game and its fiction must not replace human interaction.</strong> If someone's behavior bothers anyone, that issue must be solved outside the game. There’s nothing wrong with pausing a session to get things sorted and going back to it once you’ve found an agreement. Do not, under any circumstance, use the game as a tool for proving your point or influencing someone's behavior.</li>
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<li><strong>Lines and Veils.</strong> These terms were coined by Ron Edwards in Sex and Sorcery, and they are practical safety tools with a history of good results. Before or during the game, you may declare that you are drawing a line or veiling a situation or action.<p>
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<p>When you draw a line, you are saying that you don't want this element in the game. It won't happen, it didn't happen, and your shared story will never talk about that.</p>
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<p>When you veil, you are saying that while the element is present, you don't want it to be expressly depicted or brought into the spotlight. It's still a part of your world and will influence your character's actions, but it will take place "behind the scenes".</p>
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</li>
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</ul>
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<p>These tools are especially useful if you’re playing with people you’ve never met before, but keep them in mind even when you’re with old-time friends. Every single person has something that makes them uncomfortable, sometimes to an unbearable degree — overly detailed descriptions of violence, portrayals of unhealthy relationships, or even something you believe is commonplace but somehow left a scar on them.</p>
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<p>When playing the game, one of your duties is to create a safe environment — don’t insist on asking why something made someone uncomfortable: instead, ask them how they’d prefer this type of scene or situation to be handled from now on.</p>
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<p>Philip Forlenza (Order #)</p>
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<li>Take some time to think about what’s happening. When the goals or actions of two or more Player Characters are at odds, don’t be too hasty about rolling dice. Just “pause” the game and let the involved Players find an agreement on how to resolve the situation.</li>
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<li>Keep in mind that these rules have been written to solve conflicts between characters: the corresponding Players are still responsible for an enjoyable game experience and should cooperate with each other. If a disagreement arises between Players, there’s not much this game can do: solve the issue through dialogue and go back to playing the game once you’re on the same page again.</li>
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<li>Establish what is at stake and determine a resolution method. With the help of your Game Master, Players should establish what their characters want to accomplish (sometimes this will be enough to realize your goals aren’t in conflict). Then, you should choose a method to resolve the contrast: Opposed Checks generally work well for this.</li>
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<li>Do not roll dice until you’re sure everyone understands what will happen. If you are struggling to find an agreement, consider setting the issue aside and coming back to it once you’ve reached a compromise. Perhaps the characters bicker and argue, but a more urgent threat demands their attention.</li>
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<li>Apply the results. Once the dice hit the table, apply the outcome for what it is: don’t try to fudge the results or avoid the consequences of your actions. In this case, it is probably best for the Game Master to impartially describe what happens to everyone involved.</li>
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</ul>
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