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| game_mechanics:encounter [2025/04/13 14:40] – created mentle | game_mechanics:encounter [2026/07/28 10:27] (current) – ms_wuntch |
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| ====== Encounter ====== | ====== Encounter ====== |
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| Encounters happen within scenes and usually consist of aggressive action between the players and an enemy; this enemy could be a single person, a group, or an entity such as a building/Ship that the party is trying to stealthily breach. Aggressive action could be traditional Combat but also includes Social Combat.\\ | An [[:Game Mechanics:Encounter#Encounter|Encounter]] is a mechanical term used to break a larger [[:Game Mechanics:Scene]] into smaller, more manageable events. The bulk of play in Meat Space takes place moving from one [[:Game Mechanics:Encounter#Encounter|Encounter]] to the next. An [[:Game Mechanics:Encounter#Encounter|Encounter]] can be as simple as a conversation, game of chance or travel montage, or as involved as a lengthy social, technical or combat challenge. |
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| An encounter formally begins when the GM prompts the party for either a Presence or Swagger Check and often ends when hostilities are over, or when the GM states so. | The length of an [[:Game Mechanics:Encounter#Encounter|Encounter]] is variable and is largely determined by the needs of the story. As a general rule, an [[:Game Mechanics:Encounter#Encounter|Encounter]] lasts for the duration of a single event, conversation or challenge. While the [[:Game Mechanics:Definitions:Game Master]] will typically determine when an [[:Game Mechanics:Encounter#Encounter|Encounter]] begins and ends, the [[:Game Mechanics:Definitions:Cast Member|Cast]] are encouraged to help identify these transitions, as [[:Game Mechanics:Definitions:Appropriate]]. |
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| | At the start of a new [[:Game Mechanics:Encounter#Encounter|Encounter]], [[:Game Mechanics:Definitions:Player|Players]] should perform a [[Ratings:Swagger]] or [[Ratings:Presence]] [[:Game Mechanics:Test]], as [[:Game Mechanics:Definitions:Appropriate]], to determine [[:Game Mechanics:Morale]]. They may also need to perform an [[Ratings:Initiative]] or [[Ratings:Reaction]] [[:Game Mechanics:Test]] to determine the [[:Game Mechanics:Turn Order]], as [[:Game Mechanics:Definitions:Appropriate]]. This is also the time to resolve any triggered [[:Game Mechanics:Definitions:Ability|Abilities]] or effects. |
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| | At the end of an [[:Game Mechanics:Encounter#Encounter|Encounter]], several things occur. These are listed below: |
| | * Several effects, [[:Game Mechanics:Conditions]] or [[:Game Mechanics:Definitions:Ability|Abilities]] may end. |
| | * [[:Game Mechanics:Morale]] is set to Neutral and unspent [[:Game Mechanics:Morale#Priority]] is lost. |
| | * [[:Ratings:Strain]] is restored to full. |
| | * The [[:Game Mechanics:Definitions:Game Master|GM]] gives the [[:Game Mechanics:Definitions:Cast Member|Cast]] an [[:Game Mechanics:Definitions:Appropriate]] amount of [[:Game Mechanics:Definitions:Experience|Exp]]. |
| | * Certain [[:Game Mechanics:Definitions:Ability|Abilities]] may trigger. Resolve them as [[:Game Mechanics:Definitions:Appropriate]]. |
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| | The [[:Game Mechanics:Definitions:Player|Players]] can resolve these in any order that feels [[:Game Mechanics:Definitions:Appropriate]] before moving onto the next [[:Game Mechanics:Encounter#Encounter|Encounter]] or ending the [[:Game Mechanics:Scene]]. |