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game_mechanics:scene [2025/11/25 13:06] – ↷ Links adapted because of a move operation mentlegame_mechanics:scene [2026/07/28 10:27] (current) ms_wuntch
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 ====== Scene ====== ====== Scene ======
-The regular play of Meat space is done in [[:Game Mechanics:Scene#Scene|Scenes]], [[:Game Mechanics:Scene#Scene|Scene]] can consist of as much or as little game and/or roleplay as the GM and the players see fitoften long social or combat segment is a singular scene but things like a quick trip to buy some <wrap preview>[[:Items]]</wrap>, or the players taking time to have a [Restmay also be a [[:Game Mechanics:Scene#Scene|Scene]].\\ +[[: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. 
-\\ + 
-[[:Game Mechanics:Scene#Scene|Scenes]] are important as they help segment the flow of gameplay and at the end of them number of mechanics come into play+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]]. 
-  * When the [[:Game Mechanics:Scene#Scene|Scene]] ends, features such as <wrap preview>[[:Races:Human#Unique Features|Human's “Human spirit”]]</wrap> or <wrap preview>[[:Races:Elf#Unique Features|Elve's “Dreamwaker”]]</wrap> trigger+ 
-  * The GM may dish out any EXP for goals achieved by the party in the previous [[:Game Mechanics:Scene#Scene|Scene]]. +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]]. 
-  * EXP may be spent by players including any they gained during this end of [[:Game Mechanics:Scene#Scene|Scene]]. + 
-  * Any unspent [Priorityis Lost +At the end of a [[:Game Mechanics:Scene|Scene]], several things occur. These are listed below: 
-  * <wrap preview>[[ratings:strain]]</wrap> is fully restored+ 
 +  * Any active [[:Game Mechanics:Encounter]] also ends
 +  * Several effects, [[:Game Mechanics:Conditions]] or [[:Game Mechanics:Definitions:Ability|Abilities]] may end
 +  * 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]]. 
 + 
 +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]].