====================================================================== EPISODE STRUCTURE ====================================================================== Night Wizard! 3rd Edition is made with the FarEast Amusement Research Standard System, so if you've played DoubleCross, Tokyo Nova, Log Horizon, or most anything from Japan really, you know exactly how the game is structured. If you don't, then just know that Japan likes their games very structured. I'm going to tell you all what's what with episode structure, but ultimately it's up to you to use it. All of FEAR's games use this structure, but of them all, I feel NW3 has the least need for it. It's not even narratively justified, it just... exists, because that's what the Standard System says should exist. So, it's important to know these things because the terms introduced interact with certain skills (for instance, Hero has a lot of things that interact with Climax Phase, and there's plenty of skills that mention Preplay.) So, read it, then decide for yourself. ====================================================================== TERM BREAKDOWN ====================================================================== First off, you have a Scenario. A Scenario is basically a pre-written adventure. It doesn't really have much bearing on the mechanics of NW3's gameplay. All you need to know is that if you see the term "scenario" somewhere, it basically just means "story." Next, you have Episode. A scenario is broken down into Episodes, which are more or less what they sound like. Think of a TV show. Each Episode tends to contain some kind of milestone. Something happens in it that contributes to the overall plot, but it in of itself may or may not have some kind of resolution. The typical format for NW3 is to have each Episode be composed of an introductory event that showcases the problem, a middle that leads to the end, and then an exciting conclusion, followed by an epilogue or short aftermath scene. I just totally described the next few terms, too. Each Episode is further broken down into Preplay, the Opening Phase, the Middle Phase, the Climax Phase, and then the After Phase. These correspond pretty much exactly as I described them above, with the only exception being Preplay, which is more or less just pre-production. We'll go into each a little deeper in a moment. With the exception of Preplay, every Phase is further broken down into Scenes. Scenes are, well, what you'd expect with a name like Episode. Again, think of a TV show. A Scene happens when something needs to be shown, but all good TV shows don't just let the Scenes linger. Instead, they convey exactly what needs to be conveyed... and no more. They end the moment there's nothing else important to talk about or do. There's several types of Scenes, including Master Scenes, which is just the GM narrating stuff (the Scene in a TV show where the villain gloats ominously about their plan while the heroes are no where in sight.) Beyond that, some Scenes are combat Scenes, and yes, those get broken down even further! However, that will be explained in the combat section. Here's a recap: The "Scenario" is a story. The "Episode" is a single narrative milestone within that story. It resolves a thing, and furthers the plot. It is divided into five Phases: "Preplay" "Opening Phase" "Middle Phase" "Climax Phase" "After Phase" Each "Phase" is further broken down into "Scenes." ====================================================================== FIDDLY RULES ====================================================================== Standard System loves three things: Appearance Checks, Information Gathering Checks, and Connections. The first one can, in my humble opinion, be entirely disregarded for NW3, the second one is common sense to anyone who's ever played a TRPG, and the third can be a fun addition to the story, but will be difficult to incorporate because I'm not translating the personalities section (watch the anime.) I'll explain in reverse order. ----- Connections ----- Connections are essentially ties to NPCs, or even other PCs. If your character has a Connection, that means, "my character knows this person and can call upon them for favors or information." They tend to be roleplay aids more than anything, because, well, there's Connections like /the freaking Pope/, so explaining how you know the Pope, or Bell Zephyr, or any of the colorful cast, can be interesting. It also gives some narrative fodder for the GM, so they're not entirely pointless. Essentially, they help you feel connected to the Night Wizard! world, and there's nothing wrong with that. You can have Connections to the NPCs listed in the book, to other PCs, or to NPCs made up by GM. You can also make your own, but you should collaberate with the GM on how to fit them into the story. How many you can or should have really doesn't matter, because they have no real balance or check or even an assurance that they'll be useful. If you really need to know, pick one NPC, one PC, and then let the GM decide the rest. What can Connections DO? Well, that'll be explained in the next two sections, but the primary thing to know is that each Connection has a Worth. If you look at some of the untranslated NPC stat blocks, you'll notice a number that looks a lot like a dollar value. That's how much valco they have to spend, which can be used to provide you with gear and equipment. However, it's worth noting this stuff isn't Preserved, so you lose it at the end of the Episode somehow. You can Preserve it if you want by spending XP on it, which is explained in Level-Up. ----- Information Gathering Checks ----- Legwork. If you've played a TRPG before, you know what this is. It's rumor gathering, asking contacts for information, or just keeping a good ear out while at the bar. Info Gather Checks are used by players to help them figure out what's going on in the Episode. It might not be necessary, but they exist. When you make a roll for this, the GM will tell you which of your Attributes (not your Combat Stats, that'd be weird) that they want you use for the Judge. You can ask your Connections if you think they'll be relevant to the information you want. Obviously if you need to know about movements within Rikai, you don't want to ask the Pope, you want to ask Bell Zephyr. If your Connection is appropriate (deemed so by the GM), you get a +2 bonus to the Judge. Also, there are "Information Sources" in the items. This lets you change an Info Gather Check to a different Attribute, which can be handy. ----- Appearance Checks ----- Raise your hand if you think it sounds interesting to make a player roll a Luck Judge to see if they can participate in the game. No? Didn't think so. In some FEAR games, like Tokyo Nova, it makes far more sense to have Appearance Checks, because it doesn't assume that players are on the same side, and it doesn't have handwavey methods of carrying weapons around in a modern society like the Lunar Robe. So if you're packing heat, yeah, it makes sense you need to put in some effort to actually get into a place, so a roll makes sense. Tokyo Nova also has skills that help manipulate these rolls, whereas NW3 doesn't. NW3 also has you all playing Wizards, who are all on the same side... so what... ugh. I don't even know. But anyway, if your GM wants these for some reason, the rule does exist. Make a Luck Judge. The Difficulty is usually best kept at 10, so the book says, but it can be whatever the GM feels appropriate (and Fortresses have their own rules for them, when you get there.) If you have a Connection to anyone already in the Scene, you get a +3 bonus to the Judge. You can make an Appearance Check at any time during a Scene, it doesn't need to be at the start. ----- Natural Recovery ----- The book says that if a character doesn't Appear in a Scene, then they should make a Recovery Judge with Recovery 0, for both HP and MP. Me, I'd just set HP and MP to max in between fights. This isn't D&D! ====================================================================== PHASES ====================================================================== In brief, the Phases are followed in order: Preplay, Opening Phase, Middle Phase, Climax Phase, After Phase. That's one whole Episode. Once the Episode is over, you do Level-Up, and then it starts all over again! ----- Preplay ----- Preplay is pre-production. The GM plans the scenario, makes a Fortress, prepares enemies, etcetc. Players make their characters if they need to, or finish up Level-Up. It's the phase where you take care of all housekeeping, and ready yourself for playing. The big thing in the book is the Episode Handout. This breaks down into the Trailer, which is the sort of summary of what the Episode is going to be about, and then gives any Episode Connections that the GM finds appropriate. For instance, if the GM has a cool NPC planned for their story, it makes sense to give a PC a Connection to that character. Episode Connections may also be to existing NPCs (Anzelotte's your buddy for this one, be sure to answer 'hai' or 'yes'), or to PCs. No matter the case, however, they're temporary and disappear at the end of the Episode, unless you and the GM agree it should remain. ----- Opening Phase ----- Basically, the Scene or Scenes that introduce the main thrust of the story. These shouldn't involve combat, or dice rolls. It's purely setting information, tone, and plot into order. In some cases, it might make sense to give each PC their own Scene to explain why they're together. ----- Middle Phase ----- The bread and butter of the Episode. You fight, you Dive, you do legwork, whatever is necessary to progress to the end of the story. ----- Climax Phase ----- The boss fight! The only rule here is that Appearance Checks are freebies. Everyone is allowed to pile on the boss, no holding back. ----- After Play ----- Clear all damage, bad statuses, restore Prana and MP, and whatever else. Toss temporary items, regain any Preserved items that you don't have any more for whatever reason. Reset your character to a clean slate. Then, the GM gives out 5-10 XP to each player, and everyone does Level-Up, if the GM decrees it so. Hooray! And that's all you need to know, for now. Mostly what you need to know is: Preplay = before you start playing. Climax Phase = boss fight. Also, this will be a tempting thing to consider, but realize that no where, any where, did this document have the word "Session." That means that if your gaming group needs to break before the Episode is over, that doesn't mean you have a new Preplay and start all over. You just pause. Episodes are independent of how many gaming sessions you need to complete it.