The Scene Structure

For the purposes of adapting this to the play by post format, since I can actually afford to split my attention, I’m dropping the sequential scene structure mentioned in the rulebook in favor of this one:

1) Framing/Aftermath Scene:
Wherein the GM covers the outcome of the last fracas and set the stage for the current scenes.

2) Player Scenes:
Players are given the opportunity to declare a Scene.
• Choose what type of Scene they want
• “Frame” the Scene
• State his role playing objective (if any)

Players are free to describe the setting of their scene and which characters are around (if any).

3) GM Scene:
Wherein the GM gets to yank the chains.

4) The Inevitable Fight
Seriously. Because this is a Mecha anime.

Player Scenes:
Each character’s personal scene is meant to be an opportunity to develop the character in more detail (much like a scene featuring the character in an anime series). Each type of scene also has a mechanical goal. The scene’s mechanical goal gives the player some benefit that can be used in battle.

After a player chooses which type of scene he’d like for his character. He (with input from the Gamemaster) describes the scene and role-plays any conversations that take place (the Gamemaster takes on the role of any non-player characters who are present). Once the player and the Gamemaster are satisfied with the role-playing in a scene, the player rolls dice to determine whether or not his character achieves the mechanical goal of the scene.

Social scenes put characters into situations where they have to interact with other PCs or NPCs. Successful social scenes earn Overdrive.

Field Ops scenes cover a number of different criminal, covert, recon, or below-the-board activities which, ultimately, will gain the PCs an advantage in the next battle. Successful field ops scenes earn Tactical Points.

Recovery scenes involve one or more pilots undergoing treatment, receiving first aid, seeking counseling or resting in order to heal mind and body. Successes acquired in a Recovery scene can be spread across multiple players without bringing them into the scene. It costs 1 Success to recover (uncheck) one Stability Box.

Repair scenes give the PCs the chance to patch up the mecha, restore Configurations and change weapon load outs. Successes acquired in a repair scene can be spread across multiple players without bringing them into the scene. Successes must be spent to repair damage. It costs 2 Successes to bring a Configuration online and 1 Success to repair (uncheck) one Stability Box.

Gatecrashing:
Rather than setting up their own scene, a player can opt to “gatecrash” another player’s scene. Gatecrashing players will co-star in another players scene, but will make independent rolls to determine their independent success or failure of their actions in the gatecrashed scene.

Players should not feel compelled to gatecrash. It is perfectly viable to declare multiple scene of the same type (though not necessarily involving the same characters). Of course, being a Macross themed campaign, if everyone ends up fighting over a relationship, as a GM I’ll shrug.


Back to the Main Page

The Scene Structure

A Thousand Points of Light Dies_Irae