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<h1>22GAME RULES</h1>
<h2>SKILL</h2>
<p>
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.
</p>
<h2>OTHER</h2>
<p>
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.
</p>
<p>
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 shouldnt apply to the Players who are controlling those same characters.
</p>
<h3>Always keep the following in mind:</h3>
<ul>
<li>
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.
</li>
<li>
Secondly, this approach makes for a more relaxed atmosphere at the table, in
line with the general optimistic tones of the game.
</li>
</ul>
<p>
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.
</p>
<h2>DIALOGUE AND TACTICS</h2>