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Post by Bankuei on Jul 14, 2003 0:42:34 GMT -5
This isn't so much of a "rule" as a style of play, which works exceedingly well with the Panels concept in MU.
Scene Framing, as its used in reference to roleplaying is about treating things as cinematic scenes, cutting to the important parts and skipping the "in-between" time in games. That is to say, instead of playing it like a videogame, where you have to walk from point A to point B, we just skip to Point B(or whatever actually is the next interesting part), and when this current part isn't interesting anymore, we cut away.
It's not hard to see how this idea fits perfectly in with Panels in concept and play. What makes this style of play very necessary, is the sense of spending and regenerating stones.
Someone on another board complained that as far as "downtime" scenes went, the players would spend max stones, and just putz around, doing nothing until they fully recharged, making the need to save or conserve pretty pointless except in combat.
My recommendation was to consider Scene Framing. "Moon Knight kicks in the door, and searches the apartment, spending X stones". Cut the scene. It counts as a page ending, but that's it. Cut to the next scene where stones are going to get spent. That way, folks can't just putz around doing nothing, spending stones willy-nilly. Of course, if someone is seriously beat up, or the overall "scene" is ending, you might want to be nice and give them a "closing" panel to regenerate some stones.
Chris
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Post by realmwalker on Mar 28, 2004 14:18:13 GMT -5
That is the system used in two of my favorite games, Feng Shui, and Hong Kong Action Theater...
One of the Main rules in Feng Shui: If it gets borring drop some Mooks on them....
Hong Kong Action Theater uses a combat system based off of how important a task or Character is to the plot.
I've been working on a Conversion of sorts to do a Feng Shui style of Game in Murpg... which makes Scenes and Panels very important to the story telling aspect.
I also build what I like to call a Scene Map as not all my scenes fit a linier path. ie you can go A C D B E as easily as A B C D E ... The Scene map makes it easier to control the flow of the game with out having to beat it into a Linier Path.
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