Game Flow
For the most part, a game of Lux Aeterna alternates between the GM describing a scenario and the players reacting to it. The GM then describes how the world or NPCs react to the players' actions and the players in turn describe their reaction and so on until the session ends (to be continued next time) or the story concludes.
This symbiotic process is divided into several interdependent Scenes, similar to what you might see in a movie or TV show; the overall story is broken up into smaller, interconnecting pieces that help form the narrative arc. |
Just like a movie, TV show, or stage play, in-game action is broken into several bite-sized portions called Scenes. A Scene consists of all the action relevant to a single plot point like negotiating with a stingy merchant, fighting a monster, or tracking a gang of thieves to their lair. Though comprised of several individual actions, a Scene unites all these actions with a common purpose and direction.
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A Scene can last anywhere from a couple of minutes to several days, months, or even years depending on the needs of the narrative (compare a fast-paced battle scene to a montage that condenses several months of training into one verse and chorus of "Eye of the Tiger"). And within Scenes, there are even smaller measures of time.
A Turn is the smallest measure of time, consisting of all the Actions of a single character. During their turn, a character uses their Actions to achieve their goals, ending their turn either when they chose to or when they run out of Actions. If translated into real world time, a turn would last 5 to 10 seconds.
Rounds consist of all the turns of all the characters participating in the Scene. Once every character has taken a turn, the round ends and a new one begins. Characters recover all their Actions at the start of their turn each round. If acted out in the real world, a round would last from 30 seconds to 1 minute.
A Turn is the smallest measure of time, consisting of all the Actions of a single character. During their turn, a character uses their Actions to achieve their goals, ending their turn either when they chose to or when they run out of Actions. If translated into real world time, a turn would last 5 to 10 seconds.
Rounds consist of all the turns of all the characters participating in the Scene. Once every character has taken a turn, the round ends and a new one begins. Characters recover all their Actions at the start of their turn each round. If acted out in the real world, a round would last from 30 seconds to 1 minute.
INITIATIVE: THE ORDER OF TURNSDuring Scenes where role-playing, problem-solving, story, and exposition are featured, players may take their turns in any order without the need to establish who goes first (so long as everyone gets a chance to act and contribute). When lives are on the line, when battle is eminent, when time is a factor and the success of the mission is on the line, the rule of turns should be enforced through Initiative.
Initiative is a way of establishing the order in which characters take their turns during a Scene. Every participant in the scenario rolls 1d20 and adds their Speed (one of the stats on your character sheet) to the total. Turns are taken in order from highest Initiative to lowest Initiative. If they so choose, a character with a higher Initiative is free to delay taking their turn when the time comes, jumping back into the order of Initiative at a lower point in the order when they choose to do so. In case of a tie:
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Milli, Roan, and Pau are surrounded by goblins. Everyone rolls Initiative:
Since Roan and the Goblin Leader are tied (at 17), they compare their Speed. Roan's Speed of 5 is higher than the Goblin Leader's 4, so Roan will go just before the Goblin Leader.
Thus Initiative is established in the following order: Goblin Archer, Milli. Roan, Goblin Leader, Pau, Goblin Skirmisher. The Goblin Archer fires a shot and misses. Milli takes her turn, charging the enemy's front line and attacking. Roan decides to wait until later in the fray to see who needs healing. The Goblin Leader and Pau take their turns and sure enough, Milli is in trouble right as the Goblin Skirmisher is about to take its turn. Roan steps back into the order of Initiative here, using his turn to heal Milli and weaken the Goblins. The order of Initiative is now: Goblin Archer, Milli, Goblin Leader, Pau, Roan, Goblin Skirmisher. |