Scenes

Scenes are a specific location where the characters’ actions and interactions take place. Each scene provides the backdrop against which the situation is played-out.

The host is responsible for preparing and presenting scenes to players. One or more scenes may be required to resolve the objective for the current situation, and scene may include one or more possible encounters.

For example, a group may choose to travel to a particular region to investigate, locate and extract information from an information resource. The host would be responsible for presenting an opening scene when the group arrives in the region, and possibly advancing scenes as they investigate and explore the area searching for the targeted resource. Through the progression of scenes, players would be presented with encounters that allow them to interact within scenes to ultimately resolve the objective for the overall situation.

Creating Scenes

Scenes can be presented to players using a variety of methods.

THEATER OF THE MIND: Theater of the mind relies on descriptive narration to paint a vivid picture of the scene. This method uses the power of imagination to create the environment, allowing players to visualize the setting, characters, and action based on the hosts descriptions.

VISUAL AIDS: Visual aids include maps, illustrations, and props that provide visual representations of scenes. These aids help players to better understand and visualize the setting and its key elements.

BATTLE MAPS: Battle maps are detailed maps, often grid-based, used to depict the exact layout of a scene, particularly in combat encounters. These maps include terrain, obstacles, and other tactical elements, allowing for precise movement and positioning.

Hosts are free to use any combination of the above methods to fit their campaign and group preferences. Some groups may prefer to use theater of the mind or battle maps exclusively, while others might choose to mix, and match based on the type of encounter. One common approach is to use theater of the mind and visual aids for random encounters that are not part of a planned story arc, while choosing to prepare scenes with battle maps for pre-planned encounters.

Running Scenes

Scenes primarily are intended to host potential encounters that allow the group to interact with people or objects located within the scene. The primary responsibility of the host is to present the scene and highlight potential interactions that can trigger an encounter.

For example, the group may be exploring an urban area searching for an information asset. They enter a local tavern to talk to the locals for information. The interior of the tavern represents a new scene, and the various tables of patrons, the wait staff and the bartender all represent possible encounters.

The following outlines a typical flow procedure for running a scene.

  1. SETUP: Describe where the scene, how it relates to the situation, and highlight potential points of interest with the scene. The key focus for the host should be providing players with cues for how to proceed within the scene.

  2. MOOD: Be descriptive and establish the mood and atmosphere. Is it tense, relaxed, eerie, or bustling?

  3. SCALE: Give players a sense of the scene's scale by describing the range of important landmarks within the scene environment.

Once the scene has been established by the host, players act. They can ask the host questions to uncover additional detail, explore the scene boundaries, or initiate encounters. The scene ends when the group has met its objectives, or a groups actions force the scene to transition to another scene to continue.

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