You are on page 1of 4

======================================================================

EPISODE STRUCTURE
======================================================================
Night Wizard! 3rd Edition is made with the FarEast Amusement Research Standard S
ystem, so if you've played DoubleCross, Tokyo Nova, Log Horizon, or most anythin
g 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 y
ou 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 leas
t need for it. It's not even narratively justified, it just... exists, because t
hat's what the Standard System says should exist. So, it's important to know the
se things because the terms introduced interact with certain skills (for instanc
e, 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 jus
t 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 typic
al format for NW3 is to have each Episode be composed of an introductory event t
hat 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 t
hen the After Phase. These correspond pretty much exactly as I described them ab
ove, with the only exception being Preplay, which is more or less just pre-produ
ction. We'll go into each a little deeper in a moment.
With the exception of Preplay, every Phase is further broken down into Scenes. S
cenes are, well, what you'd expect with a name like Episode. Again, think of a T
V 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 t
alk 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 t
hing, and furthers the plot. It is divided into five Phases:
"Preplay"
"Opening Phase"
"Middle Phase"
"Climax Phase"

there's Connections like /the freaking Pope/. that'd be weird) that they want you use for the Judge. so you lose it at the end of the Episode somehow.Connections ----Connections are essentially ties to NPCs. you want to ask Bell Zephyr. Essentially. and Connections. in my humble opinion. you know what this is. can be interest ing. or just keeping a good ear out while at t he bar. which can be us ed to provide you with gear and equipment. because. which is explained in Level-Up. It also gives some narrative fodder for the GM. That's how much valco they have to spend. ----. so explaining how you know the Pope. and the third can be a fun addition to the story. it's worth noting this stuff isn't Preserved. to other PCs. be entirely disre garded for NW3. or to NPC s made up by GM. you'll notice a number that looks a lo t like a dollar value. well. pick one NPC. but they exist. but you should collaberate with the GM on how to fit them into the story. Info Gather Checks are used by players to help them figure out what's go ing on in the Episode. The first one can. You can Pres erve it if you want by spending XP on it. ----. Obviously if you need to know about movements within Rikai. However. one PC. If your character h as a Connection. If you look at some of the untranslated NPC stat blocks. You can have Connections to the NPCs listed in the book. that means. an d there's nothing wrong with that. which can be handy. If your Connection is approp riate (deemed so by the GM). If you've played a TRPG before. If you really need to know. and then let the GM decide the rest. What can Connections DO? Well. the GM will tell you which of your Attributes (not your Combat Stats.Information Gathering Checks ----Legwork. Information Gathering Che cks. How many you can or should have really do esn't matter. you don't want to ask the Pope. so they're not entirely poi ntless. that'll be explained in the next two sections. but will be difficult to in corporate because I'm not translating the personalities section (watch the anime . It might not be necessary. or Bell Zephyr." They tend to be roleplay aids more than anything . You can also make your own. you get a +2 bonus to the Judge. Also. It's rumor gathe ring. ----.Appearance Checks ----Raise your hand if you think it sounds interesting to make a player roll a Luck . When you make a roll for this. there are "Information Sources" in the items. asking contacts for information. because they have no real balance or check or even an assurance th at they'll be useful." ====================================================================== FIDDLY RULES ====================================================================== Standard System loves three things: Appearance Checks. You can ask your Connections if you think they'll be relevant to the information you want. This lets you change an Info Gather Check to a different Attribute. bu t the primary thing to know is that each Connection has a Worth.) I'll explain in reverse order."After Phase" Each "Phase" is further broken down into "Scenes. or any of the colorful cast. "my character knows this person and can call upon t hem for favors or information. the second one is common sense to anyone who's ever played a TRP G. they help you feel connected to the Night Wizard! world. or even other PCs.

the Scene or Scenes that introduce the main thrust of the story. Episode Connections may also be to existing NPCs ( Anzelotte's your buddy for this one. it makes sense to give a PC a Connection to that character. the Phases are followed in order: Preplay. which is the sort of summary of what the Episode is going to be about. It's purely setting information. Opening Phase. Middle Phase .Natural Recovery ----The book says that if a character doesn't Appear in a Scene. etcetc. unless you and the GM agree it should remain. It's the phase where you take care of all housekeeping. if your GM wants these for some reason. makes a Fortress. prepares enemies.. they're temporary and disappear at the end of th e Episode. it makes sense you need to put i n some effort to actually get into a place. or dice rolls. I don't even know. because it doesn't assume that players are on the same side. This isn't D&D! ====================================================================== PHASES ====================================================================== In brief.. and then gives any Episode Connections that the GM finds appropriate. you Dive. whatev er is necessary to progress to the end of the story. but it can be whatever the GM feels appropriate (and Fortresses have their own rules for them. whereas NW3 doesn't. Me. it doesn't need to be at the start. tone . so a roll makes sense. After Phase. You can make an Appear ance Check at any time during a Scene. ----. yeah. and ready yourse lf for playing. so what. you do legwork.Judge to see if they can participate in the game.Middle Phase ----The bread and butter of the Episode. Once the Episode is over. like Tokyo Nova. I'd just set HP and MP to max in between fights. That's one whole Episode. if the GM has a cool NPC planned for their story. For instance. ugh. In some FEAR games. . it might make sense to give each PC their own Scene to explain why they're together. you get a +3 bonus to the Judge. it makes far more sense to have Appearance Checks. and then it starts all over again! ----. ----. and plot into order.. But anyway. however.) If you have a Connection to anyo ne already in the Scene. ----. The big thing in the book is the Episode Handout. the rule does exist. Tokyo Nova al so has skills that help manipulate these rolls. then they should ma ke a Recovery Judge with Recovery 0.Opening Phase ----Basically. The Difficulty is usually best kept at 10. Climax Phase. who are all on the same side..Preplay ----Preplay is pre-production. NW3 also ha s you all playing Wizards. In some cases. you do Level-Up. and it does n't have handwavey methods of carrying weapons around in a modern society like t he Lunar Robe. No matter the case. Thes e shouldn't involve combat. Make a Luck Judge. be sure to answer 'hai' or 'yes'). or finish up Le vel-Up. The GM plans the scenario. for both HP and MP. No? Didn't think so. You fight. when you get there. Players make their characters if they need to. or to PC s. This breaks down into the Trai ler. so the book says. So if you're packing heat.

Also. any where. the GM gives out 5-10 X P to each player. Climax Phase = boss fight.After Play ----Clear all damage. and whatever else. bad statuses. that doesn't mean you have a n ew Preplay and start all over. and everyone does Level-Up." That means that if your gaming group needs to break before the Episode is over.Climax Phase ----The boss fight! The only rule here is that Appearance Checks are freebies. Every one is allowed to pile on the boss. Hooray! And that's all you need to know. if the GM decrees it so. Episodes are independent of how m any gaming sessions you need to complete it. no holding back. You just pause. regain any Preserved items that you don't have any more for whate ver reason. did this document have the word "Session. . this will be a tempting thing to consider.----. Mostly what you need to know is: Prepl ay = before you start playing. Reset your character to a clean slate. restore Prana and MP. for now. Toss te mporary items. but realize that no where. ----. Then.