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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<h1>SCENES</h1>
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<h1>GAME RULES</h1>
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<p>Once you start playing, you will find that scenes tend to flow naturally, so you will rarely have to check whether a scene has ended.</p>
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<p>That said, some rules and effects rely heavily on the scene structure: many spells, for instance, last "until the end of the scene". Pay attention to these!</p>
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<p>In order to play the game, you must first understand the concept of scenes.</p>
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<h2>CONFLICT SCENES</h2>
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<p>When the heroes’ goals clash with those of another faction, things can get heated and the Game Master may declare the beginning of a conflict scene — be it a battle, a breakneck chase, or a tense audience with a king. During a conflict, the camera “zooms in” and the characters’ actions are tracked in greater detail.</p>
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<p>You can find more about conflicts starting on page 58, but you should read the rules for <strong>Checks</strong> first — they’re on page 38.</p>
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<p>A scene is a segment of gameplay with a beginning and an end, focused around a specific character, obstacle, or conflict.</p>
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<h2>INTERLUDE SCENES</h2>
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<p>There will be moments in the game where the story moves at a slower pace — a trek across the plains, the long descent down a cavern, a night of rest in town, or even a month spent waiting for an ally to recover. Instead of a moment-by-moment scene, we can describe these situations as a sequence of short frames that shows our heroes as they perform a variety of activities.</p>
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<p>During an interlude scene (or "interlude"), each Player describes the general task their character performs, whether it's searching the village for someone or staying on the lookout for dangers in a dungeon. However, if a Player wants to have a detailed interaction with someone or something, you should switch back to a standard scene.</p>
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<p>Interlude scenes are especially useful when characters want to pursue long-term objectives, such as <strong>Projects</strong> (see page 134), or to describe journeys (page 106).</p>
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<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 Master’s 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>
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<h2>GAME MASTER SCENES</h2>
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<p>If the Game Master wants, they may play a scene in which no Player Character is present, and in which the Players are simply spectators, separate from their characters.</p>
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<p>These Game Master scenes can be used to foreshadow an event, introduce a future threat or show a Villain in action: they work just like cut scenes in a video game, or pre-title scenes in many movies and TV show episodes.</p>
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<p>Game Master scenes are an excellent way to add depth to antagonists and provide a sense of narrative tension.</p>
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<p>Generally, a scene flows like this:</p>
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<h3>Ending the Scene</h3>
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<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>
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<ul>
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<li>The situation has been resolved (for better or worse).</li>
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<li>Gameplay has moved to a different time or location.</li>
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</ul>
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<h3>Beginning the Scene</h3>
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<p>The Game Master introduces the scene and describes the situation (a process known as framing the scene), especially the following:</p>
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<ul>
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<li>Which characters are present on the scene (this is often self-evident).</li>
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<li>The time and location of the scene.</li>
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<li>Creatures, items or other elements that the characters may interact with.</li>
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</ul>
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<p class="note"><em>Note:</em> The GM should keep things simple — one or two sentences are enough.</p>
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<h3>Playing the Scene</h3>
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<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>
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<p>Additionally, there will be times when the outcome of a character’s action needs to be determined by rolling dice (see Checks, on page 38).</p>
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<p>Once a scene has ended, another one will begin.</p>
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<p>Philip Forlenza (Order #)</p>
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