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| game_mechanics:scene [2026/06/26 14:15] – ms_wuntch | 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 game play 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. | 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 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]]. | 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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| 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:Ritual|Rituals]], before moving onto any specific [[:Game Mechanics:Encounter|Encounters]]. | 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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| At the end of a [[:Game Mechanics:Scene|Scene]], several things occur. These are listed below: | At the end of a [[:Game Mechanics:Scene|Scene]], several things occur. These are listed below: |