Scenes & Surrounding Characters
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The game is broken into scenes,
short periods of play with at most one action sequence (as resolved by
rolling). Starting from the eldest player, each player gets a turn
introducing a scene for any officer other than their own, they become
the scene author. The officer selected is the scene owner.
This usually starts off as a conversation between them and the owner of
the officer in question, letting them nail down any specifics they need
while reaching an understanding about the scene between them. Other
player’s officers can enter the scene at any time as it progresses by
either opting in or being drafted by the author, regardless its up to
the author in the manner they are introduced. The author can also
refuse admittance into a scene and instead do a cutaway, but we will
describe that later.
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A
scene can be short and sweet or long and arduous, and the subject of
the scene can vary wildly. What does this mean exactly? That the
definition of a scene is fast and loose, except that all scenes have a
type and at most one action sequence. The type of scene is one of these
three: Introductory, Dramatic, or Sensational.
- Introductory
scenes tend to be more common at the start of the game and introduce
characters that matter to the officers (in some way) further
reinforcing their presence in the ongoing story. The action in
introductory sequences always has low consequence.
- Dramatic
scenes are common all across the game, and focus on the auspice or
foible of the scene owner. Action during these scenes can be of any
type, but often certain on the characters surrounding an officer.
- Sensational
scenes always lend resolution (or further complication) to the Mission
Statement itself, and the action they embrace is rife with consequence.
One or more officers are always present, and usually surrounding
characters as well.
While
the scene author suggests the type, the scene owner actually decides
it. The two players should work together to decide the type, but in the
end the owner gets to choose it.
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Introducing
surrounding characters is simple - the scene owner creates a style for
one of the three attributes: Attitude, Stunt, or Genius - and then
assigns any other player to flesh out the dice values for each
attribute. The chosen player assigns from the same pool as officers:
d6, d8, d10, d12, and d20 black dice. The unassigned dice are then
listed on the officer’s sheet of the scene owner attached to the name
of the character. The character may or may not be an officer in
Starfleet, but must matter in some manner (from small amount as
acquaintance to a large amount as say significant other). Introductory
scenes can introduce one surrounding character, but another player can
make an existing surrounding character connect with them as well. This
lets them define the style of one of the open attributes of that
character, and gives them a d10 name on their officers sheet. No more
than three officers can share a surrounding character however. For game
purposes, all the dice for the same name are part of that character’s
action pool (we’ll talk about that later) regardless of the fact they
are recorded on different sheets. So a surrounding character named Tim
that starts listed with a d12 and d20 for their name, and then gets
shared amount two more officers, has an action pool of d12, d20, d10,
and d10 - the sum of all the listings.
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