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Scene

A [Scene] is a mechanical term used to describe and break the larger segments of the narrative into manageable game play chunks. Scenes are made up of one or more [Encounters], as that is where the bulk of the game is played, however [Scenes] may also include some non-role play moments as well, that might not warrant an [Encounter], such as travel, crafting or shopping and inventory management.

The length of an [Encounter] is variable and is largely determined by the needs of the story. As a general rule, an [Encounter] lasts for the duration of a single event, conversation or challenge. While the [Game Master] will typically determine when an [Encounter] begins and ends, the [Cast] are encouraged to help identify these transitions, as [Appropriate].

At the start of a new [Encounter], [Players] should perform a [Swagger] or [Presence] [Test], as [Appropriate], to determine [Morale]. They may also need to perform an [Initiative] or [Reaction] [Test] to determine the [Turn Order], as [Appropriate].

At the end of an [Encounter], several things occur. These are listed below:

Several effects, [Conditions] or [Abilities] may end. [Morale] is set to Neutral and unspent [Priority] is lost. [Strain] is restored to full. The [GM] gives the [Cast] an [Appropriate] amount of [Exp]. Certain [Abilities] may trigger. Resolve them as [Appropriate]. The [Players] can resolve this in any order that feels [Appropriate] before moving into the [Encounter] or ending the [Scene].

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