1.2 The Narrative: Time and Conflict

Key to any RSG is how to handle time and how to resolve conflict. After all, these are the main components of a good story, conflict over time.

Since dice pools are state-of-the-art in RSG conflict resolution, Chromatic action rolls are dice pools: four dice applied to chromatics of the player’s choice, in the case of PCs, or narrator’s choice, in the case of NPCs or any relevant aspect of the setting. These four dice apply bonuses to the specific chromatic aspects of the action, the remaining four aspects treated as having a roll of zero—although characteristics can still modify the unrepresented chromatics of the action (those without dice assigned) for better or worse.

This four-dice pool represents the priorities of the characters in the action, which is the smallest division of time in Chromatic. Thus, there is some drama involved in selecting one’s dice, which is part of the fun. The gamer chooses for the character to act quickly, accurately, powerfully, diplomatically, or rationally, etc. and this plays out in the action roll according to the chromatics governing those priorities.

An action has no set duration. Some actions, as in combat, can be briefer than a second. Others, like studying a book, can last hours. The key to determining how long an action lasts is the unity of effort.

Actions are organized into scenes, which are typically defined by having a common location. After a series of actions—a scene—is complete, the PCs typically move to another location and another scene. The possible following scenes the characters might encounter should be worked out beforehand by the narrator, based on how well the PCs handle the current scene.

A series of scenes, about three to eight, comprise a sequence, which typically represents a single gaming session. The narrative arc of the gaming session reaches some closure, but also raises unresolved issues for the next gaming session. This should give both the players and the narrator a lot to think about before the next gaming session.

A series of sequences, usually eight, comprise an episode, wherein most unresolved issues reach some closure. This is what traditional RSG gamers might think of as an “adventure.” Chromatic has specific guidance for narrators on designing scenes, sequences, and episodes so that players remain engaged throughout an adventure.

Multiple episodic adventurers in the same setting is called a franchise; thus, in Chromatic, the term franchise is essentially synonymous with setting.