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| game_mechanics:scene [2025/04/13 14:23] – created mentle | game_mechanics:scene [2026/07/28 10:27] (current) – ms_wuntch |
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| ====== Scene ====== | ====== Scene ====== |
| | A [[:Game Mechanics:Scene|Scene]] is a mechanical term used to describe and break the larger segments of the narrative into manageable gameplay chunks. [[:Game Mechanics:Scene|Scenes]] are made up of one or more [[:Game Mechanics:Encounter|Encounters]], as that is where the bulk of the game is played, however [[:Game Mechanics:Scene|Scenes]] may also include some non-role play moments as well, that might not warrant an [[:Game Mechanics:Encounter]], such as travel, crafting or shopping and inventory management. A [[:Game Mechanics:Scene|Scene]] usually encompasses all of the events at a specific location such as a science facility or a city, but it can also be contained to smaller locations such as a casino inside of the city or the floors of a science facility. |
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| The Regular play of Meat space is done in scenes, a scene can consist of as much or as little game and/or roleplay as the GM and the Table see fit, often a long social or combat segment is a singular scene but things like a quick trip to buy some equipment, or the players taking time to have a Long Rest may also be a scene.\\ | The length of a [[:Game Mechanics:Scene|Scene]] is variable and is largely determined by the needs of the story. As a general rule, a [[:Game Mechanics:Scene|Scene]] lasts for the duration of all of the events relating to a specific goal or objective. While the [[:Game Mechanics:Definitions:Game Master]] will typically determine when a [[:Game Mechanics:Scene|Scene]] 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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| Scenes are important as they help segment the flow of gameplay and at the end of them a number of mechanics come into play:\\ | At the start of a new [[:Game Mechanics:Scene|Scene]], [[:Game Mechanics:Definitions:Player|Players]] should resolve any triggered [[:Game Mechanics:Definitions:Ability|Abilities]] or advance any non-narrative [[:Game Mechanics:Definitions:Ability|Abilities]] such as [Crafting] [[:Game Mechanics:Definitions:Ability|Abilities]] or [[:Game Mechanics:Definitions:Ability:Ritual|Rituals]], before moving onto any specific [[:Game Mechanics:Encounter|Encounters]]. |
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| * When the Scene ends features such as Human's “Human spirit” or Elve's “Dreamwaker” Trigger. | At the end of a [[:Game Mechanics:Scene|Scene]], several things occur. These are listed below: |
| * The GM may dish out any EXP for goals achieved by the party in the previous scene. | |
| * EXP may be spent by players including any they gained during this end of scene. | * Any active [[:Game Mechanics:Encounter]] also ends. |
| * Any unspent Priority is Lost | * Several effects, [[:Game Mechanics:Conditions]] or [[:Game Mechanics:Definitions:Ability|Abilities]] may end. |
| * Strain is Fully Restored | * The [[:Game Mechanics:Definitions:Player|Players]] may perform a [[:Game Mechanics:Rest]], if they haven't [[:Game Mechanics:Rest|Rested]] this [[:Game Mechanics:Scene|Scene]] and it is [[:Game Mechanics:Definitions:Appropriate]] to do so. |
| | * The [[:Game Mechanics:Definitions:Character|Characters]] restore [[:Ratings:Mana]] equal to their [[:Stats:Hokum]]. |
| | * The [[:Game Mechanics:Definitions:Character|Characters]] restore 1 [[:Ratings:Grit Points|Grit Point]]. |
| | * The [[:Game Mechanics:Definitions:Player|Players]] may spend [[:Game Mechanics:Definitions:Experience|Exp]] to advance their [[:Game Mechanics:Definitions:Character]]. |
| | * 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:Scene|Scene]]. |