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game_mechanics:encounter [2025/11/25 13:26] – fixing capitalisation mentlegame_mechanics:encounter [2026/07/28 10:27] (current) ms_wuntch
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 ====== Encounter ====== ====== Encounter ======
-[[:Game Mechanics:Encounter#Encounter|Encounters]] happen within [Scenesand usually consist of aggressive action between the players and an enemy; this enemy could be a single persona group, or an entity such as a building/ship that the party is trying to stealthily breach. Aggressive action could be traditional combat with guns and swords, but also includes battle of wits and words, or even a time critical escape from an area.\\ + 
-\\ +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 conversationgame of chance or travel montage, or as involved as a lengthy social, technical or combat challenge. 
-An [[:Game Mechanics:Encounter#Encounter|Encounter]] formally begins when the GM prompts the players for either <wrap preview>[[:Ratings:Presence]]</wrap> or <wrap preview>[[ratings:swagger]]</wrap> <wrap preview>[[:Game Mechanics:Check]]</wrap> 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 general rule, an [[:Game Mechanics:Encounter#Encounter|Encounter]] lasts for the duration of a single eventconversation or challengeWhile 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]]. 
 + 
 +At the start of 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. 
 + 
 +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]]. 
 + 
 +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]].