From: [b c kstage] at [crl.com] (Andrew Finch) Newsgroups: rec.games.frp.misc Subject: New Diceless Roleplaying Game Date: 3 May 1994 01:48:11 -0700 Backstage Press is a new start-up FRP game manufacturer, or at least we would like to be. We've developed an entirely diceless roleplaying game, capable of handling storytelling in any genre, from fantasy, to cyberpunk, to space opera, to super-hero. There are absolutely no game imposed limits to the kinds of characters you can create. You can even make up characters that are difficult or impossible to produce under systems like Hero, or GURPS. The game is highly interactive, allowing the players far more control over what their characters can do, and when, than any other traditional RPG. Plus, the whole package is over-stuffed with ideas and tips on roleplaying, creating game worlds, making great stories and plotlines, etc. The game is called 'Theatrix', and no one will ever see it without your help. Of course, what we really need to get this game of the ground is publishing money. If you would also like to see this product on game store shelves, we have an offer for you. Send us $29.00 now and we will immediately send you a pre-press copy of the "Theatrix Core Rules", but that's not all... we plan to publish within 90 days, and when we do, you will also receive the full published hard-cover version of the "Theatrix Core Rules", plus our first Setting Book, titled "Embrace Tiger, Return to Mountain." Not only will you receive some of the first published copies of Theatrix, but you will also save over $10.00 off the total cover price! But that's not all! Your name will also appear on the playtester list in the front of every book (immortality for only $29.00). Your pre-press copy of the Theatrix Core Rules is a cheap, but lovingly crafted velo-bound edition of the basic rules, complete with the exception of the fine art you'll see in the published versions (but including all necessary graphics and tables). All of the rules are included in this pre-press version, so you won't be surprised by rules changes when you get the final version. Your hard-cover final version of the Theatrix Core Rules will be complete, including full-color inserts, fine art, and durable heavy-stock reference sheets for all the important information in the book. Even though Theatrix is a universal game system, and you can use it to create any universe of your imagining, we're helping out by publishing Setting Books. Each Setting Book is a complete game world, fully realized for you, using the same set of basic rules you'll find in the Theatrix Core Rules. To get you started with this introductory offer, we're also sending you the full published version of our first Setting Book, titled "Embrace Tiger, Return to Mountain", a wild martial-arts, magic wielding romp, through the glories and treacheries of a fantastic ancient China. Now, we don't expect you to take advantage of this offer sight unseen, so here is a small preview of the Theatrix Core Rules in the form of actual excerpts. If you like what you see, will be giving you the info you'll need to order the pre-press copy, and the two published versions of these books, at the end of this file. Character Creation- "...In Theatrix, we distill each character down into four basic categories of essence, which we term Traits. We deal with four basic types of Traits, which are ... Physical and Mental Attributes - These six Traits comprise a description of each character's physical and mental capabilities, and include Strength, Stamina, Coordination, Intellect, Intuition, and Presence. Skills and Abilities - Skills are Traits that measure the depth and facility of your persona's knowledge in particular areas, and expertise at various tasks. Abilities are very much like Skills, but cover feats of a paranormal nature that often fall outside the realm of normal learning. Personality Traits - These Traits form a description of your persona's major psychological motivations. Descriptors - These Traits help to portray the effects of a role's background, history, and social position, as well as some physical oddities and paranormal features..." "...The basic composition of each Trait is a description of it, in language. To make judgements about a character's Traits even easier, certain Traits will be further distilled down by assigning them a single number, from '0.0' to '10.0'. This number, or 'quantifier', will indicate the rough magnitude, or strength of that Trait. Traits are sometimes quantified in this way to provide a better objective guide for decision making. Keeping each Trait's basic description in mind, we are able to do some pretty neat things with those numbers, as you'll see in the next chapter, titled 'Lights ... Camera ... Action!'..." Making Decisions Without Dice- "...The Director first decides whether the Result of any action is to be treated as a Success or Failure, based solely upon the roleplay of the Actors and the requirements of the plot. That's it. Although the Director isn't required to, she may also wish to take into account other factors in this decision, such as a role's Traits. The Director then chooses the extent of the Success or Failure, based upon how difficult the Director feels such an action would be, the Skill Rank of the character performing the action, the character's Traits once again, and anything else deemed important. The Director then describes an outcome..." "...Whether an action Succeeds or Fails, is therefore not dependent upon how skilled a character is. Success and Failure are dependent upon the roleplay of the Actors, and the requirements of the plot only. Any action adjudicated a Success can't Fail, and any adjudicated Failure won't Succeed. No matter how high your Skill Ranks are, if you ignore roleplay, you're not likely to Succeed at actions very often. All your Skill Ranks will do is allow you to Fail with grace. Very creative or very well acted solutions, on the other hand, are more likely to be deemed Successes. So the better your roleplay, the more Successful you're going to be. Your character's level of skill will have a much greater effect upon the extent of your Results. The plot may call for the Success of some action, assuring you of victory. Whether that victory will be marginal and a coincidence, or overwhelming and due to your ability, will depend largely upon your level of Skill. The same is true of Failure. Even if the plot calls for your downfall, Skill Ranks can cushion the blow, saving you from an overly depressing defeat, and can even allow you to look good while Failing. So if you want to consistently shine at something, you're still going to need those Skill Ranks..." Aids to Decision Making- "...Resolution Flowcharts are structured decision paths that easily allow you to reach a suggested outcome for any series of actions. To use the flowcharts, all you need to have is a good visual impression of the actions you wish to find a Result for firmly in mind. By using the flowcharts, you'll quickly develop your own sense of the questions you'll need to answer in order to create good interactive drama from your fluid impressions of the roleplay. A single Resolution Flowchart may apply to a broad category of situations. Which flowchart best fits a particular dramatic moment is up to the discretion of the Director..." Improvisational Roleplaying- "...We're going to hand much of the decision making process, the creative process, and a lot of the Director's control over to the Actors. We're going to allow the Actors ... actually, encourage the Actors to improvise. In this chapter we'll talk about the concepts of drama, Information, plot structure, story process, and Subplots, to set up a basis for improvisational techniques..." "...Theatrix places a lot of emphasis on allowing the Actors to improvise. We want Theatrix Episodes to create the feeling of drama you get from a good book or movie. The problem is that books and movies have authors and screenwriters. They're scripted to make the protagonists look good. For an author or screenwriter, the main characters and the story are one and the same. Roleplaying games on the other hand, work with unscripted Actors whose concentration is mainly upon their characters, and pre-scripted Directors whose focus must mainly be upon the plotline of their Episodes. Our solution will be to blur the lines between the Actors and the Director. We wish to give the Actors improvisational control over the story, in essence allowing them to become their own screenwriters..." "...During the telling of a story most Information is built up in pieces, rather than presented as a single package. This natural process allows everyone involved to take a hand at developing some of the Information available to them. Rooms the Actors enter aren't usually fully described in every last detail. Rather, enough of the details are given to create a sense of completeness. The rest of the Stage may then be filled in improvisationally, providing appropriate props for the ensuing action. When problems occur, their symptoms give only partial Information as to their causes. For example, the plane's engine starts making stalling sounds, or the hero's car won't start as the villain makes his own getaway, or one of the tiles on the ancient Aztec temple floor just depressed with an audible click when stepped upon. These moments are incomplete, waiting for either research or action to discover their meanings. Similarly, many initial sensory perceptions are vague to some degree. There's the dark shadow in the alley, the odd reading on the sensor panel, and the sound of motion made by an unseen foe. The possible requires time and exploration to become the real. With a fair sense of timing, anyone may complete these moments appropriately, manipulating the reality behind them in an improvisational way. This pliability of Information will become the basis upon which the Actors in your Episodes may fully enter the world of their character's knowledge, perceptions, and Skills..." Character Advancement- "...Characters in books and movies do not have natural learning curves. We, in our mundane existences grow and learn through practice and hard work. The boring way. Characters in books and movies however, live dramatically. Changes to these roles are always a function of Subplot. Theatrix characters develop in ways which further the plot, or accrue changes due to the plot. Any Subplot which advances a Main Cast persona, in any significant way, is termed an Advancement Subplot...." "...Examples of Advancement Subplots could include infusion with strange alien powers, beneficial technological accidents, crash study courses, knowledge from the reading of forbidden tomes, the acquiring of strange artifacts, the assumption of new positions of power, etc. Any plotline that significantly improves a character's Attributes, Skills, Abilities, Descriptors, or position within the Chronicle..." Neat Directing Tips- "...A Cut Scene puts the present plotline on hold, in order to unfold a sequence of events which is important to the story. The Cut Scene may contain different characters, and occur at a different time and place than the Scene it interrupts. The Director will call out 'Cut Scene' at the appropriate time, and describe a new Stage and the action that occurs there. The main sequence of the plot picks up again when the Cut Scene is over..." "...Foreshadowing can take the form of television shows, dreams, the passing words of a stranger, odd shadows, newspaper headlines, etc. This technique is often meant to be obvious to the Actors, but not to the characters they're portraying. The images described stand in stark relief to the Actors through the attention given them by the Director, but are too far removed in time and context to be immediately usable by the characters. To them, the usefulness of such images is only revealed in the fullness of time..." Combat- "...Every combat can be broken down into a few key elements. These elements must be blended appropriately for the unique requirements of each Scene, Episode, Chronicle, and Setting. All these factors come together to give every combat its own unique flavor. This chapter will present a theatrical method for allowing you to encompass all the various flavors of combat, and to choose the one that's right each time. As long as you're sensitive to the needs of your story, and those of your Actors, you'll create drama they won't forget..." "...In many other roleplaying systems you generally describe your modes of attack with such heart pounding descriptions as, 'I swing my sword at the guy.' All that this will kill is the mood. This is Theatrix, so you're going to need to use a lot more dramatic license than that. In Theatrix you describe your attacks with descriptions more like 'I wait for his swing, parry it over my head with my shield, and take a full swipe with my mace, aiming for his legs in order to sweep them out from under him.' Yeah, the second description is a little longer, but we feel it's well worth the wait. Just remember to have fun and you'll do alright. Not only that, but if you're not having fun, the Director is instructed to lean on you hard. No acting, no action, no Successes..." Making a Setting- "...Theatrix is capable of great versatility. A Theatrix Setting may take place in any context, anytime, anywhere. However, the 'Core Rules' as presented in this book make up only the skeleton around which you'll hang the flesh of your Setting. You'll need to create the geographical, social, political, and dramatic environs of your Setting as well. The steps outlined in this chapter are the same steps we use in creating the Theatrix Setting Books..." Making Great Plotlines- "...A story is composed of many disparate elements. Stories are made up of character, action, dialogue, development, etc. If all of these elements exist, and are ordered properly, a story occurs. But not always a good one. There seems to be some ephemeral mixture of these elements that makes for good stories. Unfortunately, this mixture is often difficult to put your finger on when you need it. That's why we've included this material. This chapter is not only going to help you put your finger on the specific elements that go into creating a good story, we're going to tie them down so that you can find them whenever you like. We believe that there's a method to the formation of good plots, that this method isn't very difficult, and that once you're comfortable with it you'll be able to form exciting stories of any scope, within any Setting, time and time again. In this chapter, we'll discuss how to go from your concept for a plot, to a finished product that's going to work for your Troupe. The formula outlined below is valid for a plot of any size. The steps you'll take to develop your plot will be the same whether you're planning the Main Plot of an Episode involving the entire Main Cast, or a simple Personal Subplot involving only one Actor. There are four basic steps to plot development. They follow in order ... 1. Idea - Subject and Structure 2. Drama in 3 Acts - Resolution, Introduction, and Conflict 3. The Conflict Exploded - Plot Turns, Midpoints, and Pinches 4. Cue Cards - Scene Cards and Cast Cards..." How To Order- If you're now as excited about this project as we are, then you'll want to rush off and send us $29.00 now, to get the pre-press copy of the Theatrix Core Rules as soon as you can. But first we want to make sure you understand our position. The purpose of this offer is to find additional venture capitol for our company, Backstage Press, in order to fund the publication of these books. In return, you get a great deal on a great game. However, if we don't get enough investors, then we will be unable to publish these books, and we will be forced to return your check, uncashed. So if you send us a check (please, don't send cash or money orders), then you'll either be seeing a pre-press copy of the rules (yeeeah!), or your uncashed check (aaaaawh!) returned to you within 30 days. If you get a pre-press copy of the rules, then the final published versions of the "Theatrix Core Rules", and "Embrace Tiger, Return to Mountain" will be headed your way within another 60 days. Send us $29.00* and make all checks payable to : Backstage Press Backstage Press Theatrix Offer 2615 47th Ave. San Francisco, CA 94116 Please include a card with your Name, Address, and Phone Number!!! Act Now and be the first on your block to receive this fantastic introductory offer! * Backstage Press will cover all postage costs for its materials within the U.S. Outside the U.S., please include another $xx.00 for shipping costs (Canada, $xx.00).