chore: Format HTML 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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<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>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>
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Once you start playing, you will find that scenes tend to flow naturally, so
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you will rarely have to check whether a scene has ended.
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</p>
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<p>
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That said, some rules and effects rely heavily on the scene structure: many
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spells, for instance, last "until the end of the scene". Pay attention to
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these!
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</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>
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When the heroes’ goals clash with those of another faction, things can get
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heated and the Game Master may declare the beginning of a conflict scene — be
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it a battle, a breakneck chase, or a tense audience with a king. During a
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conflict, the camera “zooms in” and the characters’ actions are tracked in
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greater detail.
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</p>
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<p>
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You can find more about conflicts starting on page 58, but you should read the
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rules for <strong>Checks</strong> first — they’re on page 38.
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</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>
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There will be moments in the game where the story moves at a slower pace — a
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trek across the plains, the long descent down a cavern, a night of rest in
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town, or even a month spent waiting for an ally to recover. Instead of a
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moment-by-moment scene, we can describe these situations as a sequence of
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short frames that shows our heroes as they perform a variety of activities.
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</p>
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<p>
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During an interlude scene (or "interlude"), each Player describes the general
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task their character performs, whether it's searching the village for someone
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or staying on the lookout for dangers in a dungeon. However, if a Player wants
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to have a detailed interaction with someone or something, you should switch
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back to a standard scene.
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</p>
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<p>
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Interlude scenes are especially useful when characters want to pursue
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long-term objectives, such as <strong>Projects</strong> (see page 134), or to
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describe journeys (page 106).
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</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>
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If the Game Master wants, they may play a scene in which no Player Character
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is present, and in which the Players are simply spectators, separate from
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their characters.
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</p>
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<p>
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These Game Master scenes can be used to foreshadow an event, introduce a
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future threat or show a Villain in action: they work just like cut scenes in a
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video game, or pre-title scenes in many movies and TV show episodes.
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</p>
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<p>
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Game Master scenes are an excellent way to add depth to antagonists and
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provide a sense of narrative tension.
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</p>
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<p>Philip Forlenza (Order #)</p>
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<p>Philip Forlenza (Order #)</p>
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