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| game_mechanics:encounter [2026/06/19 17:31] – ms_ash | game_mechanics:encounter [2026/07/28 10:27] (current) – ms_wuntch |
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| ====== Encounter ====== | ====== Encounter ====== |
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| An [Encounter] is a mechanical term, breaking up the moments of a greater [Scene] into smaller [Encounters]. The bulk of play in Meat Space is done in one [Encounter] to the next. An [Encounter] can consist of as much or as a game of chance, a travel montage or a conversation, all the way up to a long social, mechanical or combat segment. | 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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| The length of an [Encounter] is variable, and is largely felt out by the [Players], but the general rule is that an [Encounter] is the length of a single event. Typically, the [Game Master] will dictate when an [Encounter] ends, but [Cast] as welcome to help track when these start and end, as [Appropriate]. | 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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| Note: Many [Abilities] have durations that last for an [Encounter]. | 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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| Note: Some more danger oriented [Encounters] will require a [Turn Order] or [Swagger Contest]. | 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]]. |