Page 122 - World of Darkness
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• Turn — The smallest increment, and often the most  Rolling Dice
             important, a turn is three seconds. It’s the amount of time
             it takes a character to perform a quick action, called an  The Storyteller basically has two options when events
             instant action (see p. 126). Turns are mainly observed in  need to be resolved in your story. He can simply decree
             combat, when the action is fast and furious, with all char-  that an action succeeds or does not, often based on your
             acters doing something dramatic in a short timeframe.  character’s trait scores. Maybe Strength 2 is required to
                • Scene — A scene in a roleplaying game resembles  lift a tire and throw it, and your character has Strength 4.
             a scene in a theatrical play. Your Storyteller sets the stage,  This approach minimizes interruptions to the flow of the
             and the players take their roles. The scene evolves in one  narrative, as previously discussed.
             location and usually encompasses a single, specific event.  The Storyteller’s other option in exploring how a story
             The flow of time within a scene may vary greatly. It may  unfolds is to call for a dice roll on your part. Your charac-
             be played out in turns, it may run parallel to real time, or  ter seeks to accomplish a feat, there’s an element of chance
             your Storyteller and fellow players may choose to fast-for-  that he could succeed or fail, and the Storyteller asks you
             ward through parts of it, so long as the location and gen-  to decide your character’s fate. Rolls are usually reserved
             eral events do not change.                      for activities that involve an element of danger or threat
                For example, a scene may begin with combat, which  if things go badly. You don’t have to roll to decide if your
             is measured in turns. It may then slip back into real time  character can accomplish ordinary or day-to-day actions
             as your characters discuss what to do with the corpses  such as crossing the street safely. But when you add the
             they’ve created. After a fast-forward through loading the  unknown factor of trying to cross the street safely during
             bodies onto a truck, the scene may return to real time as  a drive-by shooting, the ordinary becomes extraordinary
             your characters argue over who will drive. All events oc-  — and dangerous.
             cur in the same scene, at the same location, but time warps  The Storytelling System uses 10-sided dice, also
             throughout to focus on the fun and important parts. Your  known as “d10’s.” A handful of such dice rolled to resolve
             Storyteller determines when one scene ends and when  an action is called a dice pool. Ideally, each player should
             another begins.                                 bring about 10 dice to the game so you all have enough.
                • Chapter — For the most part, a chapter represents
             one game session. From the moment you sit down and  Forming Dice Pools
             assume your role to the moment you pack up your dice,  As described in the preceding chapters, your
             you play out a chapter in the story. Your Storyteller has
             specific challenges planned for the night’s episode. The  character’s talents and capabilities are qualified and quan-
                                                             tified with traits and dots. These values help measure how
             end of each chapter should leave you wanting more, ask-
             ing questions, and with a sense of the session’s relative  effective your character is at different activities. Attributes
                                                             and Skills are rated 1 to 5 for ordinary people. One At-
             completion.                                     tribute and one Skill are typically combined when your
                • Story — A story tells one entire tale, whether it
             comprises several chapters or is completed in a single ses-  character performs a feat, and the total of the two traits is
                                                             rolled in dice to decide how well she does.
             sion. It has an introduction, a plot arc that involves rising  The Attribute and Skill combined are the ones most
             conflict, and a climax that brings events to a conclusion.
                • Chronicle — In the big picture, the term   appropriate to the task performed. The descriptions of all
             “chronicle” refers to a collection of stories, a saga. Your  these traits in Chapters 2 and 3 help you decide which
                                                             dots should be combined. The Storyteller often dictates
             Storyteller has a goal in mind for the chronicle, a possible  which apply, too. So, if your character climbs a cliff, you
             destination for your characters, or a theme or overarching
             plot line that connects all chapters of the proverbial novel  look to her Strength + Athletics scores. If she seeks to
                                                             pressure someone to do a favor for her, you use Presence +
             together. As your game progresses, you and your fellow
             players write your chronicle, linking parts and pieces to-  Intimidation. If your character climbs a cliff and you com-
                                                             pose a pool based on 3 Strength and 2 Athletics, you have
             gether and developing a full-blown epic.        a total of five dice.
                • Downtime — When your Storyteller decides to fast-
             forward and skim over a period of time, he invokes “down-  Sometimes various Attributes or Skills could apply
             time.” You may summarize events that transpire during  to an activity, and there’s some gray area on just which
                                                             two should be combined. If your character needs to climb
             downtime, but you do not actually play them out. Your
             Storyteller may say something like, “Okay, you spend the  a cliff quickly more so than safely, you might petition the
                                                             Storyteller (or he might decide) that Dexterity rather than
             night in the warehouse. At dawn, voices in the alley out-  Strength should be combined with Athletics. If your char-
             side wake you.” Nothing happens while your characters  acter seeks to convince rather than pressure someone to
             sleep, so there’s no reason to play it out. Your Storyteller
             leaps ahead to the next interesting event.      do a favor, you might combine Manipulation and one of
                                                             Persuasion or Socialize instead of Intimidation, whichever
                Look for more on chapters, stories and chronicles in
             Chapter 8: Storytelling.                        is most appropriate to the manner in which your character seeks
                                                             to accomplish her goal.



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