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<h1>GAME RULES</h1>
<p>This chapter contains the core rules required to play Fabula Ultima.</p>
<p>This is probably the most important chapter in the book and one that should be read with great attention, regardless of if you are the Game Master or a Player.</p>
<p>Throughout this chapter the games mechanics are presented in the way that felt most intuitive; however, sometimes you will have to jump between pages in order to get the full picture of how things work. It wont happen too often, promise!</p>
<h1>SCENES</h1>
<h2>USEFUL ADVICE AND CHANGING THE RULES</h2>
<p>Along the way, you will find that a large part of this chapter contains advice on how to make the most out of this game's rules and mechanics. You will also find that sometimes the very same situation can be resolved through different methods — theres some overlap between rules.</p>
<p>This is by design. Given the broad scope of the game and the many possible scenarios, the rules must be flexible — but this also means you will have to learn how and when to use them. That is why plenty of advice has been included wherever possible: because this book is meant to be understood in the easiest way possible so that the goals and intentions behind each rule are clear.</p>
<p>As you grow more familiar with the rules, you will probably want to change or tweak some of them, and thats perfectly fine. Nothing in this book was written to be set in stone, but to be a functional game, whose components interact with each other and work together to bring an epic, heroic and fantastic tale to your gaming table. Because of this, make sure to think carefully about the changes you make: they might influence a greater number of elements than what you had anticipated. To make life easier, the book includes a variety of optional rules that can be used to safely customize your play experience.</p>
<p>Needless to say, whenever you want to change something, make sure to discuss it with your game group: you shouldnt change anything unless everyone agrees.</p>
<p>Philip Forlenza (Order #)</p>
<p>In order to play the game, you must first understand the concept of scenes.</p>
<p>A scene is a segment of gameplay with a beginning and an end, focused around a specific character, obstacle, or conflict.</p>
<p>Scenes are an easy way to split the game into manageable “time sections” and also act as a “stage”: characters who are not part of the current scene may not perform any kind of action to affect the story. It is the Game Masters responsibility to declare the beginning and end of each scene, but the Players can ask the Game Master to set up specific scenes as well.</p>
<p>Generally, a scene flows like this:</p>
<h3>Ending the Scene</h3>
<p>The Game Master can end the scene at any point, often wrapping things up with a short description of what happens. You should generally end a scene when:</p>
<ul>
<li>The situation has been resolved (for better or worse).</li>
<li>Gameplay has moved to a different time or location.</li>
</ul>
<h3>Beginning the Scene</h3>
<p>The Game Master introduces the scene and describes the situation (a process known as framing the scene), especially the following:</p>
<ul>
<li>Which characters are present on the scene (this is often self-evident).</li>
<li>The time and location of the scene.</li>
<li>Creatures, items or other elements that the characters may interact with.</li>
</ul>
<p class="note"><em>Note:</em> The GM should keep things simple — one or two sentences are enough.</p>
<h3>Playing the Scene</h3>
<p>Player Characters interact with what is present on the scene, and their actions and decisions push the story forward. The GM describes how the environment and Non-Player Characters react, and adds details to the scene as needed. Characters may also enter and/or leave the scene, provided the GM agrees.</p>
<p>Additionally, there will be times when the outcome of a characters action needs to be determined by rolling dice (see Checks, on page 38).</p>
<p>Once a scene has ended, another one will begin.</p>